LOBBING ATTACK:Name:Damage(4d6+1,etc.)*:Damage Type: Example:Weight:Shape:Ranges:PB:S:M:L:X: *Lobbed melee weapons do half damage unless a called shot is made.
SITUATION MODS:
For attacks -
Melee:Missile:Damage:Dam Multiple:Defense: Special:
Notes: Cannot combine martial stances with Furious Attack/Desperate Defense in Melee Mods.
3
Active
Stance Name
Speed
Mastery
Notes: Cannot combine martial stances with Furious Attack/Desperate Defense in Melee Mods.
3
3
Active
Stance Name
Speed
Mastery
Notes: Cannot combine martial stances with Furious Attack/Desperate Defense in Melee Mods.
3
3
3
Active
Stance Name
Speed
Mastery
Notes: Cannot combine martial stances with Furious Attack/Desperate Defense in Melee Mods.
3
3
3
3
Active
Stance Name
Speed
Mastery
Notes: Cannot combine martial stances with Furious Attack/Desperate Defense in Melee Mods.
3
3
3
3
3
MARTIAL LORE MODS:General: Spinning can be combined with Flying/Jumping Martial Know. moves.
Blind Attack: +
Blind Defense: Melee:Damage:Dam Multiple:Defense: Special:
SKILL
MOD
MADE
Lore Name
Type
Rating
Mod
Notes:
-
-
-
-
-
-
-
-
SKILL
MOD
MADE
Lore Name
Type
Rating
Mod
Notes:
SKILL
MOD
MADE
Lore Name
Type
Rating
Mod
Notes:
SKILL
MOD
MADE
Lore Name
Type
Rating
Mod
Notes:
SKILL
MOD
MADE
Lore Name
Type
Rating
Mod
Notes:
SKILL
MOD
MADE
Lore Name
Type
Rating
Mod
Notes:
SKILL
MOD
MADE
Lore Name
Type
Rating
Mod
Notes:
SKILL
MOD
MADE
Lore Name
Type
Rating
Mod
Notes:
SKILL
MOD
MADE
Lore Name
Type
Rating
Mod
Notes:
SKILL
MOD
MADE
Lore Name
Type
Rating
Mod
Notes:
SKILL
MOD
MADE
Lore Name
Type
Rating
Mod
Notes:
SKILL
MOD
MADE
Lore Name
Type
Rating
Mod
Notes:
SKILL
MOD
MADE
Lore Name
Type
Rating
Mod
Notes:
GRAPPLING
ROLL
MOD
Speed
Min
Mod
Damage
Notes: Any weapon 18 inches(1.5 feet) in length or less can be used in a grapple.
BRAWLING
ROLL
MOD
Type
Speed
Min
Damage
EVOKE ATTACKS:
EVOKE
ROLL
MOD
Attack Type
Speed
Min
Damage
Damage Type
Special
EVOKE ATTACKS:
EVOKE
ROLL
MOD
Attack Type
Speed
Min
Damage
Damage Type
Special
EVOKE ATTACKS:
EVOKE
ROLL
MOD
Attack Type
Speed
Min
Damage
Damage Type
Special
EVOKE ATTACKS:
EVOKE
ROLL
MOD
Attack Type
Speed
Min
Damage
Damage Type
Special
EVOKE ATTACKS:
EVOKE
ROLL
MOD
Attack Type
Speed
Min
Damage
Damage Type
Special
EVOKE ATTACKS:
EVOKE
ROLL
MOD
Attack Type
Speed
Min
Damage
Damage Type
Special
EVOKE ATTACKS:
EVOKE
ROLL
MOD
Attack Type
Speed
Min
Damage
Damage Type
Special
EVOKE ATTACKS:
EVOKE
ROLL
MOD
Attack Type
Speed
Min
Damage
Damage Type
Special
EVOKE ATTACKS:
EVOKE
ROLL
MOD
Attack Type
Speed
Min
Damage
Damage Type
Special
EVOKE ATTACKS:
EVOKE
ROLL
MOD
Attack Type
Speed
Min
Damage
Damage Type
Special
NATURAL ATTACKS:
ROLL
MOD
Name
Type
Speed
Min
Damage
Special
NATURAL ATTACKS:
ROLL
MOD
Name
Type
Speed
Min
Damage
Special
NATURAL ATTACKS:
ROLL
MOD
Name
Type
Speed
Min
Damage
Special
NATURAL ATTACKS:
ROLL
MOD
Name
Type
Speed
Min
Damage
Special
NATURAL ATTACKS:
ROLL
MOD
Name
Type
Speed
Min
Damage
Special
NATURAL ATTACKS:
ROLL
MOD
Name
Type
Speed
Min
Damage
Special
NATURAL ATTACKS:
ROLL
MOD
Name
Type
Speed
Min
Damage
Special
NATURAL ATTACKS:
ROLL
MOD
Name
Type
Speed
Min
Damage
Special
NATURAL ATTACKS:
ROLL
MOD
Name
Type
Speed
Min
Damage
Special
NATURAL ATTACKS:
ROLL
MOD
Name
Type
Speed
Min
Damage
Special
BODY TYPE:END:SHOCK:HIDE:Spiritual Armor:Force Armor:Outer Kinetic Armor: STR:Save:AGL:Save:VIT:Save: SHIELD:Armor:vs. Missile: Random Hit:Defensive:Endure(the final chance!): %
#
Body Area
END
Type
Effect
VIT
Wounds
PARRY
MOD
Total
Armor(1)
Armor(2)
Armor(3)
Clothing(4)
Shield(5)
Damage
0
Base Endurance
Vital
Death
-
-
-
-
-
-
-
-
-
TRANFORM?:
ARMOR EQUIPPED: CLASS ARMOR USEABLE: ARMOR PENALTIES: Inner Kinetic ArmorSpell: reduces armor penalties by 1 level. Skills: % Combat Skills and Move Unheard/UnseenDefensive:Initiative:Weapon Speed:Armor KnowledgeArmor Lore
DAMAGE/HEALING/REPAIR:
Total Current Damage:Damage Absorption:Magic Shield: Damage:Body Area#:Name:All AreasType:+:Bypass Non-MagicBypass All Healing:Body Area#:Name:All AreasStabilizeRegenerationRestoration Repair:Body Area#:Name:Repair To FullRepair All Areas
MONEY AND EQUIPMENT
Wealth(in Gold):Platinum:Gold:Silver:Copper: Gems: Jewelry/Other: Special: Update Coins: Type
No# of Coins: Update Gems: Type
No# of Gems:Value/Each: Update Jewelry/Other: Name(30 Char)
No#:Value/Each:
EQUIPPED:Worn items, in hand, or easily reachable in combat. Armor: Weapons: Equipment:
CARRIED:Items not worn, or not easily reachable. Armor: Weapons: Equipment:
MOUNTS/VEHICLES:Items on a mount or vehicle. Armor: Weapons: Equipment:
HOME/STASH:Items at home or in a stash. Armor: Weapons: Equipment:
ENCUMBRANCE: Total Weight(Equipped/Carried): lb.
Encumbered Status: Not encumbered: lb.
Slightly encumbered: lb.
Encumbered: lb.
Heavily encumbered: lb.
Notes:
Wealth(in Gold):Platinum:Gold:Silver:Copper: Gems: Jewelry/Other: Special: Update Coins: Type
No# of Coins: Update Gems: Type
No# of Gems:Value/Each: Update Jewelry/Other: Name(30 Char)
No#:Value/Each:
EQUIPPED:Worn items, in hand, or easily reachable in combat. Armor: Weapons: Equipment:
CARRIED:Items not worn, or not easily reachable. Armor: Weapons: Equipment:
MOUNTS/VEHICLES:Items on a mount or vehicle. Armor: Weapons: Equipment:
HOME/STASH:Items at home or in a stash. Armor: Weapons: Equipment:
Notes:
Equip/Remove Buckler on/from wrist?
MOVE ITEMS:
Name:
No#:
Leave blank for non-numbered items
From:
To:
Note:Armor equip: 1st clothing, 2nd flexible, 3rd semi-flexible, 4th rigid, then skirts/gorgets/codpieces/girdles. Armor Suits to empty body.Unequipping damaged armor, without repairing it degrades the condition. This will be reflected in armor value when it is requipped.
REMOVE/SELL ITEMS:
Name:
No#:
Leave blank for non-numbered items
From:
Set Cost:
Other Cost:
ADD/BUY ITEMS:
Type:
No#:
Leave blank for single items
To:Carried(Initially)
Set Cost:
Other Cost:
ARMOR AND CLOTHING:
Apparel: Environment Apparel:
Creature From:
(Wyvern/Giant Snake,etc.)
Armor Value:
(used for Giant Chitin/Scales/etc.)
Notes:The two fields above are used for creature part armor. If two parts were used, the Giant Chitin creature type comes first then a `/`
and finally the second creature type for Giant Scales or Giant Leather. Do the same in the Armor Value if the two armor values differ.
Not doing this will result in failure to set proper armor values in the Combat Tab. These fields are ignored for all other armor types. Gauntlets:Protects: Hands Great Helm:Protects: Head, Neck Helm:Protects: Head Composite Helm:Protects: Head, Neck Full Headgear:Protects: Head, Neck, Shoulders Headgear:Protects: Head, Neck Gorget:Protects: Neck Codpiece/Girdle:Protects: Lower Torso (also removes groin called shots) Breastplate:Protects: Upper Torso, Mid Torso Bodysuit:Protects: (All) Full Shirt:Protects: All Torsos, Shoulders, Arms, Forearms Half Shirt:Protects: Upper Torso, Mid Torso, Shoulders, Arms Long Shirt:Protects: All Torsos, Shoulders, Arms, Forearms, Thighs Long Sleeve Shirt:Protects: Upper/Mid Torsos, Shoulders, Arms, Forearms Armored Skirt:Protects: Lower Torso Long Skirt:Protects: Lower Torso, Thighs Leggings:Protects: Lower Torso, Thighs, Shins, Feet Leglets:Protects: Thighs Boots:Protects: Boots(Feet), High Boots(Shins, Feet) Leg Bracers:Protects: Shins Footgear:Protects: Feet Arm Bracers:Protects: Forearms Armlets:Protects: Arms Pauldrons:Protects: Shoulders Shield(Buckler):Protects: 1 Hand or 1 Forearm Shield(Small):Protects: 1 Hand and 1 Forearm Shield(Medium):Protects: 1 Hand, 1 Forearm and 1 Arm Shield(Large):Protects: 1 Hand, 1 Forearm, 1 Arm and 1 Shoulder Shield(Body):Protects: 1 Hand, 1 Forearm, 1 Arm, 1 Shoulder, 1 Leg, 1 Shin, and 1 Foot Armor Suit:Protects: (All) - Must be equipped on an empty Humanoid body. Barding:Protects: Head, Neck, Forequarters and Hindquarters(Mount) Centaur/Insectaur Barding:Protects: Various depending on body type.
COST:
1/4 Low:
1/2 Low:
Low:
Medium:
High:
Double:
Triple:
WEAPONS:
Blades: Axes: Bludgeons/Picks: Piercers: Eastern Melee: Primitive Melee: Heroic Melee: Undersized Melee: Oversized Melee: Specialized Melee: Standard Missile: Eastern Missile: Primitive Missile: Undersized Missile: Oversized Missile: Early Gun/Cannon: Projectiles Composite Bow: Projectiles Compound Bow: Projectiles Great Bow: Projectiles Horn Bow: Projectiles Long Bow: Projectiles Recurve Bow: Projectiles Short Bow: Projectiles Welsh Bow: Projectiles Crossbow: Projectiles Hand Crossbow: Projectiles Heavy Crossbow: Projectiles Other: Projectiles Undersized: Projectiles Oversized: Explosives:
COST:
1/4 Low:
1/2 Low:
Low:
Medium:
High:
Double:
Triple:
EQUIPMENT:
Containers: General Equipment: Beauty and Hygiene: Instruments: Provisions: Drinks and Spirits: Raw Materials: Climbing Equipment: Desert Equipment: Diving Equipment: Cold Equipment: Heat Equipment: Fishing Equipment: Flying Equipment:
DRYAD EVOKE:Current Dryad Evokes:Practitioner Title:Show? Tree Evoke Abilities to Add:Use to add selected tree-based evoke. Do not use the +Add below. Use to add all tree-based evokes. Do not use the +Add below.
EVOKE:Current Evokes:Practitioner Title:Show?
EVOKE:Current Evokes:Practitioner Title:Show? Set Totem Animal(New):Animal Evoke Abilities to Add: Select Totem Animal: Set new animal type and add each evoke OR select existing animal and add all evokes at once. Do not use the +Add below. Remove all evoke abilities, remove evoke attacks(from combat page), and reset number of current evokes.
CONSUMABLES:
Herbs: Herb to Add:Use this button to add new selected herb. Do not use the +Add below.
Potions: Potion to Add:Use this button to add new selected potion. Do not use the +Add below.
Elixirs: Elixir to Add:Use this button to add new selected elixir. Do not use the +Add below.
Charms: Charm to Add:Use this button to add new selected charm. Do not use the +Add below.
Poisons: Poison Type to Add:Potency:Form:Add Type/Potency poison. Don`t use +Add below.
Charms: Charm to Add:Use this button to add new selected charm. Do not use the +Add below.
MENTAL COMBAT:
Your Mental Combat Values:Will Force(Rating):Will Force(Current):
ATTACK VS DEFENSE
Mental Slavery
Enfeeblement
Insanity
Will Drain
Death
Warp Mind
Project Illusion
Thought Freedom
+4 Defender
+2 Attacker
No Modifier
+2 Attacker
+4 Attacker
+2 Defender
+4 Defender
Ego Defense
+2 Defender
+4 Defender
+2 Attacker
No Modifier
+2 Attacker
+4 Attacker
+2 Defender
Wall of Sanity
No Modifier
+2 Defender
+4 Defender
+2 Attacker
No Modifier
+2 Attacker
+4 Attacker
Will Resist
+2 Attacker
No Modifier
+2 Defender
+4 Defender
+2 Attacker
No Modifier
+2 Attacker
Life Affirmation
+4 Attacker
+2 Attacker
No Modifier
+2 Defender
+4 Defender
+2 Attacker
No Modifier
Ordered Mind
+2 Defender
+4 Attacker
+2 Attacker
No Modifier
+2 Defender
+4 Defender
+2 Attacker
Searing Truth
+4 Defender
+2 Defender
+4 Attacker
+2 Attacker
No Modifier
+2 Defender
+4 Defender
Opponent's Mental Combat Values:Their Will Force(Current):
MENTAL COMBAT MODIFIERS: Are you Immortal?: +1
Meditate Skill Success (before combat)?: +1
Defeated this opponent before?: +2 Thought Projection Bonus: +
Attack/Defend:?Note:attack only if having Thought Projection, Improved Telepathy, or a higher Will Force once attacked.
Tranquil Mind Skill Success (before combat)?: (Negates Mind Blast) Defense Type:Opponent's Attack:Att/Def Modifier: Defend:Note: defender wins tie.
(push if won roll against opponent, otherwise opponent does.)
Mind Blast Skill Success (before combat)?: (+2 to attack roll, does 1d4+1 damage to opponent's head, opponent cannot attack back.) Mind Blast (burn a Will Force Point)?: (does 2d4+1 damage to opponent's head and opponent loses 1d4 points to all Mental attributes)
Attack Type:Opponent's Defense:Att/Def Modifier: Attack:Note: defender wins tie.
(push if won roll against opponent, otherwise opponent does.)
ADDITIONAL NOTES: Breaking Mental Combat:The being which initiated the attack may break mental combat, when on the offensive (instead of attacking). If the one who initiated combat is attacking and loses concentration, then the attack is broken off and must be restarted. Concentration can be lost by the combatant getting hit for 10 or more points of damage, by getting hit for less than 10 points and failing an Intelligence save, or by being jostled and failing an Intelligence save. A being that has an active method of engaging in mental combat (Thought Projection, active Improved Telepathy, etc.) can make a Will Force save to break free of mental combat altogether instead of attacking. This works even if the being is not the one that initiated the mental combat. A Thought Projection roll can be made instead of a Will Force save to break contact. Death in Mental Combat:If one of the combatants is killed or is destroyed during mental combat in any way other than through the Death mental attack above, the other must make a Will Force save (based on current rating) or suffer a heart attack. The effects of a Heart Attack are 6d6 damage to the upper torso (or body area with a circulatory organ,) if applicable, as beings like undead, golems, etc. would be unaffected. No actions may be taken for 1d4 minutes. The character must make a Vitality save or lose 1 point from their Vitality rating permanently.
TEMPORARY MODIFIERS:
TEMPORARY EFFECTS: EFFECT LIST:
ATTRIBUTES:
STR
AGL
VIT
INT
WIS
KNW
APP
CHM
SOC
AUR
PTY
WIL
Mundane
Magic
CHARACTERISTICS:
Endurance
Perception
Affinity
Fortune
Modifiers
RESISTANCES:
Magic
Illusion
Control
Poison
Disease
Modifiers
Immune?
MOVEMENT:
Walk
Jog
Run
Travel/Rest
Jump(St/Up)
Modifiers
Movement Multiplier Modifier: Note: 1(x1), 2(x2), 3(x3), .5(x1/2), .3(x1/3), .25(x1/4), etc. Temp Special Movement: Temp Special Speed Multiplier:
COMBAT:
Damage
Defensive
Melee
Missile
Initiative
Weapon Speed
Skills
Modifiers
Extra Dice Damage: Extra Damage per Die:
Temporary Ambidexterity?:
Speed Seconds: Note: speed seconds occur before the normal second. Example: 3 speed seconds occur before the 1st, 2nd, and 3rd normal seconds. To denote the proper initiative order, after rolling Initiative, change the value to -10 (minus the # of speed seconds, 3 speed seconds = -13).
Pain Threshold: Fumble Range (increase): Called Shot Range (increase): Note: a point of fumble/called shot range increase adds 1 (on a d20) to the chance of these occuring. Example: a fumble increase of 2 means fumbles now occur on a natural 1, 2, or 3.
EQUIPMENT: Weight Modifier: Note: modifies the weight of all items equipped/carried (multiplier). Overrides magic item Lighten Load effects. Capacity Modifier: Note: modifies the character's carrying capacity (multiplier). Overrides divine item Spirit of the Donkey effects.
LORE:
Total Memorization Points:
Mem. Used:
Mem. Available:
Show?
BALLADS: Ballad to Add:Use to learn selected ballad. Do not use the +Add below.
CANDLE LORE: Ritual to Add:Use to learn selected Candle Lore. Do not use the +Add below.
EMPATHY MAGIC: Ritual to Add:Use to learn selected Empathy Magic. Do not use the +Add below.
GLYPHS: Glyph to Add:Use to learn selected Glyph. Do not use the +Add below.
Glyph Limits: Only 1 Glyph may be in existence per Practitioner Title.
HYMNS: Unrestricted Hymns:Use to learn selected Hymn. Do not use the +Add below.
Good Hymns:Use to learn selected Hymn. Do not use the +Add below.
Neutral Hymns:Use to learn selected Hymn. Do not use the +Add below.
Evil Hymns:Use to learn selected Hymn. Do not use the +Add below.
POEMS: Poems to Add:Use to learn selected poem. Do not use the +Add below.
POISON RECIPES: Poison Type to Add:Potency:Form:Learn recipe. Do not use +Add below.Note: Memorization is not required for use. Recipes can be used from a book or notes. Memorization only means these are not needed.
POTION RECIPES: Potion to Add:Use to learn selected recipe. Do not use the +Add below.Note: Memorization is not required for use. Recipes can be used from a book or notes. Memorization only means these are not needed.
RITUALS: Rituals to Add:Use to learn selected ritual. Do not use the +Add below.
RUNES: Runes to Add:Use to learn selected Rune. Do not use the +Add below.
Note: default Runes are Emanating: affecting only what they are in inscribed on. Perceived Runes are +2/-10% chance: working only when touched or perceived visually by a being. Radiating Runes are +4/-20% chance: working on anything which the rune can "see". Modify(MOD) the usage roll accordingly. If the standard version of the Rune is something other than Emanating then the the modifier is already factored in. If chaning the inscription type up or down modify accordingly. Thus a normal Percieved Rune inscribed as a Emanating Rune is -2/10% easier. Rune Limits: 1) No more than one Rune may be on the practitioner per Goal. 2) No more than one Rune per Goal may inscribed on any objects or exterior structure per Goal of the practitioner.
SONGS: Songs to Add:Use to learn selected song. Do not use the +Add below.
SYMPATHY RITUALS: Ritual to Add:Use to learn selected Sympathy Magic. Do not use the +Add below.
ADD INVOCATIONS: Devotion Selection:Ignore Devotions:? Current Devotions:
click here to add selected devotion.
click here to clear all devotions.
Select Invocation to add: All: Good:Neutral:Evil: Body:Celestial:Combat: Control:Divination: Elemental:General: Healing:Mind:Nature: Necromancy:Protection: Summoning:Note: Select only 1 to add. (checks in order from top-left to bottom-right).
Click to pray for a new invocation (Divine Knowledge Skill roll).
INVOCATIONS: Current Devotions:Ignore Devotions:?
AURA USER:
Aura:
Aura Regeneration Rate:
Aura to Drain:
(Aura from Pool)
Time Units:
(By Time)
(Aura Pool)
ARCANE USER:
Arcane Control:
Arcane Pool:
Arcane Regeneration Rate:
Double Regen?:
Arcane Control Boost(Rune of Power, etc.):
Suppress Ability?:
Aura to Drain:
(Aura from Pool)
Time Units:
(By Time)
(Aura Pool)
(End Day)
Add Spell Type:
(Add Spell Type)
(Clear Spell Types) No# Spell Type(s): Spell Type List: Add/Show Spells?:
HERMETICS CASTER:Aura Control automatically increases by hermetic ingredients, length of spell ritual, etc.
Aura:
Aura Pool:
Aura Regeneration:
Double Regen?:
Aura to Drain:
(Aura from Pool)
Time Units:
(By Time)
(Aura Pool)
Aura Control:
Aura Control Modifier(Rune of Power, etc.):
Suppress Ability?:
1/2 Ability?: Add/Show Spells?:Show Hermetics?:
HERMETICS:does not utilize Aura, instead consuming ingredients. Nor do spell recipes need to be rememorized once memorized. Spell Recipe: Required Aspect(s):
ASPECT
None:
Very Weak:
Weak:
Average:
Strong:
Very Strong:
Base
None?
Use? #
Use? #
Use? #
Use? #
Use? #
Alteration
None?
Use? #
Use? #
Use? #
Use? #
Use? #
Control
None?
Use? #
Use? #
Use? #
Use? #
Use? #
Creation
None?
Use? #
Use? #
Use? #
Use? #
Use? #
Death
None?
Use? #
Use? #
Use? #
Use? #
Use? #
Dimensional
None?
Use? #
Use? #
Use? #
Use? #
Use? #
Displacement
None?
Use? #
Use? #
Use? #
Use? #
Use? #
Energy: Light
None?
Use? #
Use? #
Use? #
Use? #
Use? #
Energy: Sonic
None?
Use? #
Use? #
Use? #
Use? #
Use? #
Energy: Cold
None?
Use? #
Use? #
Use? #
Use? #
Use? #
Energy: Fire
None?
Use? #
Use? #
Use? #
Use? #
Use? #
Energy: Repulsion
None?
Use? #
Use? #
Use? #
Use? #
Use? #
Energy: Electricity
None?
Use? #
Use? #
Use? #
Use? #
Use? #
Energy: Acid
None?
Use? #
Use? #
Use? #
Use? #
Use? #
Energy: Aura
None?
Use? #
Use? #
Use? #
Use? #
Use? #
Energy: Obliteration
None?
Use? #
Use? #
Use? #
Use? #
Use? #
Illusion: Taste
None?
Use? #
Use? #
Use? #
Use? #
Use? #
Illusion: Sound
None?
Use? #
Use? #
Use? #
Use? #
Use? #
Illusion: Sight
None?
Use? #
Use? #
Use? #
Use? #
Use? #
Illusion: Touch
None?
Use? #
Use? #
Use? #
Use? #
Use? #
Illusion: Smell
None?
Use? #
Use? #
Use? #
Use? #
Use? #
Illusion: Sense
None?
Use? #
Use? #
Use? #
Use? #
Use? #
Life
None?
Use? #
Use? #
Use? #
Use? #
Use? #
Meta
None?
Use? #
Use? #
Use? #
Use? #
Use? #
Mind
None?
Use? #
Use? #
Use? #
Use? #
Use? #
Natural
None?
Use? #
Use? #
Use? #
Use? #
Use? #
Sense
None?
Use? #
Use? #
Use? #
Use? #
Use? #
Summon
None?
Use? #
Use? #
Use? #
Use? #
Use? #
Transference
None?
Use? #
Use? #
Use? #
Use? #
Use? #
Warding
None?
Use? #
Use? #
Use? #
Use? #
Use? #
Notes:Life/Death Aspects are useable as Energy: Life/Energy Death respectively. Mind is useable for Illusions that affect the mind. Each missing required ingredient reduces Hermetic Lore skill chance by 10%. Base is always required or the ritual fails.
Ritual Time
Half
Normal:
Double:
Triple:
Quadruple:
Selection
Notes:Ritual time is the length of time the hermetic casting ritual takes versus the normal casting time of the spell.
Special Material?
#
A material which is considered a special ingredient increases skill chance (+10%), and AC (+2)
CHECK RECIPE: Recipe Hermetic Lore Modifier: %
Recipe AC Modifier: Ingredients to be Consumed: Ingredients Missing: check the selected spell recipe selections above.
AURA CASTER:
Aura:
Aura Pool:
Aura Control:
Aura Regeneration Rate:
Double Regen?:
Additional Aura(Aura Battery, etc.):
Aura Control Modifier(Rune of Power, etc.):
Suppress Ability?:
1/2 Ability?:
Aura to Drain:
(Aura from Pool)
Time Units:
(By Time)
(Aura Pool)
(End Day)
Combined Casting?
No# of Casters:
Combined Aura Control:
Combined Aura Pool: Add/Show Spells?:Spell Tuning?:Spell Specialization?:
SPELL TUNING: Warning: use can have chaotic and dangerous results, some permanent. Failure = magical mishap. Use carefully! Speed Casting: Time Units: Notes: reduces casting time but adds failure risk. For each unit of time reduced, the risk increases. 0% spell failure chance becomes 1%, then 2%. 10% spell failure chance becomes 20%, then 30%, etc.. Casting time canot be reduced below half the normal, rounded in the caster`s favor (e.g., a 5 sec. cast time can be reduced to a 2 sec. cast time). Spell failure results in a magical mishap. Aura Stabilization: Extra Aura: Notes: at the time of spell casting an Absorb Aura skill roll is attempted. If successful it will reduce the chance of spell failure. The amount of reduction varies by the Aura Level of the spell and the amount of extra Aura used. The caster may only add half their Aura Control+1 to stabilization attempts. If the Absorb Aura skill roll fails, the extra Aura is not spent. Aura Overloading: Extra Aura: Notes: at the time of spell casting an Absorb Aura skill roll is attempted. If successful it grants a chance to double the effects (as if cast at x2 Aura). The chance to double is 5% for 1 aura, 10% for 3 to a maximum of 50% for 19. This also comes with an increase in failure chance from 5% to 25% depending on the overload chance. The caster may only add half their Aura Control+1 to overload attempts. If the Absorb Aura skill roll fails, the extra Aura is not spent. Aura Reach: Notes: can potentially add +1 Aura to a spell. Doubles spell failure chance (if any). At casting time an Aura save will be made, if made then the spell Aura is +1. Then a Fortune roll is rolled (regardless of Aura save result). Misfortune causes the caster -1 Aura, and magical supression (no casting). Both for the rest of the day. Fortune causes no temp Aura burning. If neither a fortune nor misfortune, then -1 Aura for the rest of the day. Points return after a night`s rest. Burn Aura: Aura to Burn: WARNING PERMANENT LOSS OF BURNT AURA! Notes: Aura can be burned and permanently lost. Each point of burned Aura adds +20 to the spell when cast. Up to the caster`s Aura Control in Aura can be burned. This is not recommended. Warning: this action can severely effect future casting ability!
SPELL SPECIALIZATION: Specialized: Must be choosen by 3rd practitioner title (cannot be undone). Casting Skill:Skill Chance: %
Practitioner Title: NOTES: The number of aspects that can be mastered is based on the Scroll Knowledge (or equiv.) skill chance.
Skill Chance(Aspects):1-20%(1), 21-35%(2), 36-50%(3), 51-65%(4), 66-80%(5), 81-95%(6), 96-110%(7), 111-125%(8),
126-140%(9), 141-155%(10), 156-170%(11), 171-180%(12), 181-185%(13), 186-190%(14), 191-195%(15), 196-200%(16) Aspects Mastered: Total Aspect Slots:Available Aspect Slots: Select Focus Aspect:Required Action Aspects: Current Focus:
(New Focus) Select Aspect:
(Action aspects for currrent Focus/or Focus itself when done) Spell:Aspect(s):AC Mod:Learn Mod: % NOTES: Specialization is the narrowing of focus to provide +3 Aura Control to fully mastered spell aspects, but forces a -3 Aura Control penalty to unmastered spell aspects. To master a Focus one must master all the Action aspects related to that Focus. Each mastered spell aspect provides +10% to learn a spell. Conversely a -10% chance to learn is provided for each unmastered spell aspect. A caster must master the choosen Action aspects related to their Focus before they can choose another Focus to master. Selecting a Focus aspect above will show which Action aspects must be learned to master the Focus. A caster must determine by 3rd practitioner title whether to specialize. At 4th practitioner title they can no longer begin specialization. Specilization is only recommended for spell casters that intend to raise their casting skill above 100%.
Focus Aspects: Dimension, Mind, Life, Death, Energy, Natural, Sense, Warding, Illusion, Meta (from easiest to master to hardest). Action Aspects: Alter, Control, Creation, Displace, Summon, Transfer
ADD SPELLS: Select Spell to add: All: Alter:Control:Create: Death:Dimension:Displace: Energy:Illusion:Life: Meta:Mind:Natural: Sense:Summon:Transfer: Warding: Note: Select only 1 to add. (checks in order from top-left to bottom-right).
Click to learn new spell (Scroll Knowledge or equiv. Skill roll).
SPELLS:
MAGIC ITEM ABILITIES/POWERS:Refill all usesRefill daily usesShow Powers?:
DIVINE ITEM ABILITIES/POWERS:Refill all usesRefill daily usesShow Powers?:
BACKGROUND AND JOURNAL
Background:
Journal:
CHARACTER CONFIGURATOR
WARNING! This tab is used for character creation. Changing values here will overwrite existing ones
for completed characters, but only if you mark the DONE? checkbox AND click FINISH at the end!
Information at each step will be posted to chat to interactively proceed through the Configurator. CHARACTER CONFIGURATION (STEP 1: CHOOSING RACE AND GENDER)
Gender:
Slight Physique: (+1 AGL/-1 STR, etc.) Racial Makeup: One Race Half RaceSanctified Union (divine magic cross breeding). Race 1:Required for all racial makeups. Race 2:Required for Half Race.
Changeling appears as race:
Famorian Type:# Evokes:Evoke Type(s): Animal Type(s): Famorian permanent evokes. Attributes=(+[1-3] when Apply clicked below):
STR +
AGL +
VIT +
END +2 per Title.
Enhanced Poison Resist: +20%
Enhanced Disease Resist: +20%
Stubborn(+20% Control Resist)
Wings(Fly)
Extra Legs(Gallop)
Extra Insect Legs(Scurry)
Fins/Flippers/Flukes(Fast Swim)
Hooves(1.5 ground movement speed, Climb -50%)
Speed(1.5 movement speed, speed seconds=+1d4)
seconds
Hide:
Jumping(x2 upward, x3 forward)
Famorian 1 point attribute moves (up to 3):
#1 From
To
#2 From
To
#3 From
To
Famorian additional evokes:
Acid Spit(damage 1d10/Title, range 3'/Title)
Air Bladder
Air Jets
Ambidextrous
Antlers(5 Sec, 4 min, 1d4 damage per antler, 1d4 antlers per Title)
Barbed Tail(5 sec, 4 min, 2d6+2 dam, 50% break off in pierced wound, 1d6+1 dam when removed)
Beak(5 sec/4 min: 4d6)
Berserking(+50% Berserking)
Bioluminescence
Blowhole(+20% Swimming)
Chameleon Skin(+20% Blend/Move Unseen)
Chameleon Skin,Advanced(+40% Blend/Move Unseen)
Claws,Large(6 sec/4 min: 4d6)
Claws,Med(5 sec/3 min: 3d6)
Claws,Small(4 sec/2 min: 2d6)
Claws,Raking(+1 per die)
Claws,Digging
Climbing(+40% Climb)
Dance Language
Desert Endurance(delays need to drink or eat for up to one week)
Digestive Fluid(1d10 damage per Title, per 10 seconds)
Digging
Disease Bearing
Diving,Water(Diving Skill)
Diving,Aerial(No crash AGL save)
Echo Location(2' per INT)
Enhanced Hearing(+30% Listen, -20 to be surprised)
Enhanced Smell(+30% Smell)
Enhanced Taste
Enhanced Touch
Exceptional Sight
Eyestalks(-50% to be surprised)
Extra Limbs(arms/forearms/hands)
Extra Limbs(tail)
Extra Limbs(tentacles)
Extra Torsos(fore/hind)
Extra Torsos(Segments:worm/snake)
Fused Torsos/Head(insect) (Select only 1 torso change!)
Fangs(5 sec/4 min: 3d6)
Fangs,Large(7 sec/5 min: 4d6)
Farsight(+25% Surprise, -25% to be surprised)
Food Conservation
Gills
Gas Bladder
Glide Wings(slows decent)
Glue Secretion(STR Save -20% to escape)
Heat Sensing(2' per INT)
Hibernation
High Pain Threshold(-1 all damage)
Horns(5 Sec, 4 min, 1d4 damage per horn, no more than 1d4 horns per Title)
Hypnotic Gaze
Ink Spray  
Inflation(-2 damage to areas inflated/+20% intimidation while inflated)
Insect Limbs(extra pair of arms, forearms, claw-like hands)
Instinct,Danger(+30% Danger Knowledge)
Instinct,Food
Instinct,Life
Instinct,Navigation(Direction Knowledge 10% per Title)
Instinct,Social
Instinct,Water
Light Sleeper(Wake 1d4 sec/active 1-2 sec)
Marsupial Pouch
Maw(7 sec/5 min: 5d6)
Metabolic Control,Low(slow, normal and high)
Metabolic Control,High(very slow, slow, normal, high and very high)
Metabolic Control,2-Stage Low(normal/very low)
Metabolic Control,2-Stage High(normal/very high)
Metabolism,High(+10% food intake/-10% weight,-1 Initiative)
Metabolism,Slow(-20% food intake/+10% weight,+1 Initiative)
Metabolism,Very High(+20% food intake/-20% weight,-3 Initiative)
Metabolism,Very Slow(-50% food intake/+20% weight,+2 Initiative, movement is 50%)
Mucous(STR save to escape)
Musk Spray(VIT save once per 10 sec or be incapacitated)
Night Vision(10'/Title)
Padded Feet
Patterned Fur(+10% Blend/+5% Move Unseen)
Pincers/Mandibles(7 sec/5 min: 5d6: smaller creatures must win contest of STR to escape.)
Poisonous Skin(Poison Type=Title or less)
Poisonous Spit(Poison Type=Title or less, half dagger range)
Prehensile Tail
Quiet Flier(+20% Surprise Attack while flying)
Quills(1+ areas have quills, 1d4 quills grown per Title, 3d4 damage per quill, as dagger range/speed)
Regeneration,Natural(limbs regrow at healing rate, vitals kill, acid/fire stop regrowth)
Regeneration,Budding(as natural healing but amputed limbs regrow into half-sized beings)
Rending Teeth(4 sec/3 min: 2d6)
Roar/Scream(10 INT or less flee in panic)
Shocking Sting(immune to electricity, 1 body area per 2 titles can shock for 1d8 per 2 titles)
Spikes(5 sec, 4 min, 1d4 damage per spike, no more than 1d4 spikes per Title)
Slippery Skin(+10% Escape/Grappling AGL Saves)
Social Bonding
Stealth(+50% surprise, +20% Surprise Attack)
Sticky Tongue(3 sec, extends 3x being's height, STR save to escape)
Sticky/Suction Pad(+40% Climb)
Stinger(6 sec/4 min: 3d6)
Swim Bladder
Swimming(+50% Swimming)
Tail Slap(3 sec/2 min: 3d4 damage. Large Tail 1 End body area)
Tusks(5 sec, 4 min, 1d4 damage per tusk, no more than 1d4 tusks per Title)
Venom(Poison Type=Title or less)
Vibration Sensing(1000')
Water Sac(1 month's water)
Webbed Feet/Hands(+30% Swimming)
Well Tanned Skin
Web Weaving(Strong/Sticky)
Wood Cutting
Formless current host race: Formless current host gender:
Maginos Material Type:
Mechanos Power Type:
Wing Projection Appearance: Set Wings Alt Wings
REQUIRED ACTION! click here to complete Step 1: Confirms and applies race.
CHARACTER CONFIGURATION (STEP 2: ATTRIBUTES)
Adventurer(1 roll), Heroic(best of 2), Legendary(best of 3)
ATTRIBUTE
INPUT
ROLL1
ROLL2
ROLL3
BEST
RACE
ADJ
MAX
FINAL
STRENGTH:
AGILITY:
VITALITY:
INTELLIGENCE:
WISDOM:
KNOWLEDGE:
APPEARANCE:
CHARM:
SOCIAL CLASS:
AURA:
PIETY:
WILL FORCE:
click here to input attribute ratings manually (inserts as roll1). Blanks treated as 13s.
Civilized Human(One Race) +1 bonuses:
+1 to
+1 to
+1 to
click here to apply bonuses (when done) Civilized Human(One Race) attribute 1 point moves (up to 6):
#1 From
To
#2 From
To
#3 From
To
#4 From
To
#5 From
To
#6 From
To
click here to adjust attributes (1 for 1)
Civilized Human(Half Race) +1 bonuses:
+1 to
+1 to
+1 to
click here to apply bonuses (when done)
Changeling FULL attribute swaps (up to 2):Note: swap #2 cannot use attributes from swap #1
#1 From
To
#2 From
To
click here to swap attributes (when done)
Standard Adjust:
#1 From
#2 From
#3 From
To
click here to adjust attributes (-1 from 3 for +1 to 1)
click here to revert all attribute adjustments made (3 for 1s. etc.). REQUIRED ACTION! final calculation for Step 2: Assures all values correct.
CHARACTER CONFIGURATION (STEP 3: OTHER RACIAL MODIFIERS AND FEATURES)
Random Height:
'
" Set Height:
feet
inches. From
'
"
to
'
"
Frame: REQUIRED ACTION! click here to apply height and frame for weight Random Weight: Set Weight:
From
lb.
to
lb.
Random Age: Set Age:
From
to
years old.
Maximum Age:Apparent Age:
Random
Set
Random
Set
If Mixed (1st color)
If Mixed (2nd color)
Random
Set
Random
Set
If Mixed (1st color)
If Mixed (2nd color)
Random
Set
Random
Set
Alt
Body Type: Standard Abilities
Standard Disabilities
Standard Immunities
REQUIRED ACTION! click here to complete Step 3: Confirms features.
CHARACTER CONFIGURATION (STEP 4: HANDEDNESS AND LANGUAGES)
HANDEDNESS:
LANGUAGES: None
LANGUAGES: Language 1(quarter spoken):
LANGUAGES: Language 1(third spoken):
LANGUAGES: Language 1(two-thirds spoken):
LANGUAGES: Language 1(spoken):
LANGUAGES: Language 1(spoken/third written):
LANGUAGES: Language 1(spoken/two-thirds written):
LANGUAGES: Language 1(spoken/written):
LANGUAGES: Language 1(spoken/written): Language 2(spoken):
LANGUAGES: Language 1(spoken/written): Language 2(spoken): Language 3(spoken):
LANGUAGES: Language 1(spoken/written): Language 2(spoken/written): Language 3(spoken):
LANGUAGES: Language 1(spoken/written): Language 2(spoken/written): Language 3(spoken): Language 4(spoken):
LANGUAGES: Language 1(spoken/written): Language 2(spoken/written): Language 3(spoken/written): Language 4(spoken): Language 5(spoken):
LANGUAGES: Language 1(spoken/written): Language 2(spoken/written): Language 3(spoken/written): Language 4(spoken/written): Language 5(spoken): Language 6(spoken):
LANGUAGES: Language 1(spoken/written): Language 2(spoken/written): Language 3(spoken/written): Language 4(spoken/written): Language 5(spoken/written): Language 6(spoken): Language 7(spoken):
LANGUAGES: Language 1(spoken/written): Language 2(spoken/written): Language 3(spoken/written): Language 4(spoken/written): Language 5(spoken/written): Language 6(spoken/written): Language 7(spoken): Language 8(spoken):
LANGUAGES: Language 1(spoken/written): Language 2(spoken/written): Language 3(spoken/written): Language 4(spoken/written): Language 5(spoken/written): Language 6(spoken/written): Language 7(spoken/written): Language 8(spoken): Language 9(spoken):
LANGUAGES: Language 1(spoken/written): Language 2(spoken/written): Language 3(spoken/written): Language 4(spoken/written): Language 5(spoken/written): Language 6(spoken/written): Language 7(spoken/written): Language 8(spoken/written): Language 9(spoken): Language 10(spoken):
LANGUAGES: Language 1(spoken/written): Language 2(spoken/written): Language 3(spoken/written): Language 4(spoken/written): Language 5(spoken/written): Language 6(spoken/written): Language 7(spoken/written): Language 8(spoken/written): Language 9(spoken/written): Language 10(spoken):
LANGUAGES: Language 1(spoken/written): Language 2(spoken/written): Language 3(spoken/written): Language 4(spoken/written): Language 5(spoken/written): Language 6(spoken/written): Language 7(spoken/written): Language 8(spoken/written): Language 9(spoken/written): Language 10(spoken/written):
Language Notes:Languages are general choosen by race/species in most worlds. There may also
be a common or trading language. Different race types might speak entirely different languages
or share a common tongue such as Elvish for all Elves or Dwarven for Dwarves. Languages
may also be regional. Check with your GM. You can change them later if needed.
REQUIRED ACTION! click here to complete Step 4: Confirms handedness/languages.
CHARACTER CONFIGURATION (STEP 5: CLASS)
Class:
Override Race restrictions for class?
Qualified?: Special Conditions:
Life/Death Elementals?:
Versus Evil/Good?:
Bless/Blasphemy?:
Templar Variant (Stun replaced by Shield Knowledge, Meditate by Fearless)?:
Description:
Class Type: Alignment Requirements: Class Focus Attributes: Class Modifiers: Class Armor Usage: Class Weapon Usage:
REQUIRED ACTION! click here to complete Step 5: Confirms/rechecks class qualifications.
Class Notes:GM approval to override. Cannot overide a spell casting class for a non-casting race, to regain direct casting. CHARACTER CONFIGURATION (STEP 6: SKILLS)
NEEDED! To add racial skills.
Add all races skills, if enough slots.
Reset ALL Race/Social/Class choices.
Available Racial Skill Slots: None:(no Racial Skills may be selected.)
Available Racial Skill Slots:
Available Racial Skill Slots:
Available Racial Skill Slots:
Available Racial Skill Slots:
Available Racial Skill Slots:
Available Racial Skill Slots:
Available Racial Skill Slots:
Available Racial Skill Slots:
Available Racial Skill Slots:
Available Racial Skill Slots:
Available Racial Skill Slots:
Available Racial Skill Slots:
Available Racial Skill Slots:
Available Racial Skill Slots:
Available Racial Skill Slots:
Available Racial Skill Slots:
Available Racial Skill Slots:
Available Racial Skill Slots:
Available Racial Skill Slots:
Available Racial Skill Slots:
Removes 1 Open Slot!
Removes 1 Open Slot!
Removes 1 Open Slot!
Race Skill Notes:Use REVERT button to reset ALL Race, Social, and Class skill choices (restarts Step 6).
The left side are available Racial Skills. The right side are Racial Skill slots and/or selections.
Any Open Slots remaining will be available to learn new skills the character becomes exposed to during their lives. SELECT: Push after you have checked a number of Racial Skills. This copies them to available open slots (if enough). ADD ALL: Tries to copy all available Racial Skills to open slots. This action only works if there are enough slots. REVERT: Removes ALL Race, Social, and Class skill choices (restarts Step 6). SACRIFICE: Removes 1 Open Slot, adding (2d4/2-8%) to a single Racial Skill. Use 1 checkbox on the skill to add to. CONVERT SOCIAL: Removes 1 Open Slot to increase 2 Social Skill Slots. Checkboxes are not used. CONVERT CLASS: Removes 1 Open Slot to increase 1 Class Skill Slot. Checkboxes are not used.
SOCIAL SKILLS: Social Skill Slots:Slots Removed:Slots Gained:
None:(no Recommended Social Skills)
Social Skills:
Social Skills:
Social Skills:
Social Skills:
Social Skills:
Social Skills:
Social Skills:
Social Skills:
Social Skills:
Social Skills:
Social Skills:
Social Skills:
Social Skills:
Social Skills:
Social Skills:
Social Skills:
Social Skills:
Social Skills:
Social Skills:
Social Skills:
Social Skills:
Social Skills:
Social Skills:
Social Skills:
Social Skills:
Social Skills:
Social Skills:
GME Social Skills:
Reset ALL Race/Social/Class choices. NEEDED! To add social skills.
Available Social Skill Slots: None:(no Social Skills may be selected.)
Available Social Skill Slots:
Available Social Skill Slots:
Available Social Skill Slots:
Available Social Skill Slots:
Available Social Skill Slots:
Available Social Skill Slots:
Available Social Skill Slots:
Available Social Skill Slots:
Available Social Skill Slots:
Available Social Skill Slots:
Available Social Skill Slots:
Available Social Skill Slots:
Available Social Skill Slots:
Available Social Skill Slots:
Available Social Skill Slots:
Available Social Skill Slots:
Available Social Skill Slots:
Available Social Skill Slots:
Available Social Skill Slots:
Available Social Skill Slots:
Removes 1 Open Slot!
Removes 2 Open Slots!
Removes 2 Open Slots!
Social Skill Notes:Use REVERT button to reset ALL Race, Social, and Class skill choices (restarts Step 6).
The left side are recommended(and/or required) Social Skills. The last selection box
is a list of all Social Skills. Select the desired additional skill from the list (and mark the checkbox) to copy to an open slot.
This can be done multiple times if more than one non-recommended skill is desired. The right side are Social Skill slots
and/or selections made. Any Open Slots remaining on the right side are used to learn new skills, later.
A Social Skill that shows 'BLOCKED' indicates that this race cannot use or acquire that Social Skill. SELECT: Push after you have checked a number of Social Skills. This copies them to available open slots (if enough). REVERT: Removes ALL Race, Social, and Class skill choices (restarts Step 6). SACRIFICE: Removes 1 Open Slot, adding (2d4/2-8%) to a single Social Skill. Use 1 checkbox on the skill to add to. CONVERT RACE: Removes 2 Open Slots to increase 1 Racial Skill Slot. Checkboxes are not used. CONVERT CLASS: Removes 2 Open Slots to increase 1 Class Skill Slot. Checkboxes are not used.
CLASS SKILLS: Class Skill Slots:Slots Gained:Slots Needed for Class:Class Skills Removed:
Available Class Skills: None:(no Class Skills may be selected.)
Available Class Skills:
Available Class Skills:
Available Class Skills:
Available Class Skills:
Available Class Skills:
Available Class Skills:
Available Class Skills:
Available Class Skills:
Available Class Skills:
Available Class Skills:
Available Class Skills:
Available Class Skills:
Available Class Skills:
Available Class Skills:
Available Class Skills:
Removes Selected Skills
Class Skill Notes:Use REVERT button to reset ALL Race, Social, and Class skill choices (restarts Step 6).
Both sides show all the available Class Skills for the choosen class.
If Slots Needed for Class is 0 then nothing needs to be done as there are enough Class Skill slots for this class.
If this number is greater than 0 than either skills can be removed by selecting and removing them or
additional Class Skill slots can be converted from Race or Social Skills. REMOVE: Removes the selected skills. CORE skills may not be removed.
click here to revert ALL Race, Social, and Class skill choices and restart Step 6 again.
REQUIRED ACTION! click here to complete Step 6: Confirms skill choices.
CHARACTER CONFIGURATION (STEP 7: ALIGNMENT)
Alignment Requirements (from class):
Alignmentless:Select this to ignore Alignment and play Alignmentless. GM Discretion.
Override starting coins and switch to starting wilderness gear by Social Class. GM Discretion.
Armor: Weapons: Equipment: Other:
Override starting wilderness gear and switch to starting coins. GM Discretion.
Provide starting clothing by Race, Social Class. No cost. Style(applicable to common, non-wilderness races: most Humans, Elves, Dwarves, Midfolk, etc). westernrenaissancekiltedmiddle easternafricaneastern
Clothing:
Provide starting equipment by Social Skills. No cost. GM Discretion, but recommended. Step 6 (Skills) must be complete!
Social Skill Equipment:
Social Skill Clothing:
Some Social Skill equipment (from above) might be also useable as makeshift weapons(equip them to find out) or use brawling.
Provide random lore for starting spells, all relevant skills, and related consumables. If unchecked GM can provide after generation.
Related Skills: Ballad Lore, Candle Lore, Empathy Magic, Glyph, Intone, Herb Lore (Common), Hymn Lore, Recite, Poem Lore,
Poison Lore, Potion Lore, Ritual Lore, Rune Lore, Sing, Song Lore, Sympathy Magic.
REQUIRED ACTION! click here to complete Step 8: Confirms Money and/or Equipment.
CHARACTER CONFIGURATION (STEP 9: FAITH?, NAME and FINISH)
FAITH?:Decide the character's faith or deity. Only use a few words, up to 30 characters. You will be able to update later.
NAME:Pick a name for the new adventurer up to 30 characters. You will be able to update later.
When you are done with character creation click the checkbox AND click the FINISH button.
DONE? Note: it will take 10-40 seconds to complete generation of the character.
CHARACTER UPDATER
What do you want to do?
ADD EXP: Existing Exp: Exp to add:
click here to add Experience. Note: EXP over a 2 title leveling cap will be lost. If not qualified for Arch Mortal (11th title) all exp over 205,999 will be lost.
SET EXP: Existing Exp: Set Exp:
click here to set Experience (overriding existing). Note: Setting a lower EXP value than current EXP will be ignored. Also this bypasses leveling limits. Only do this with GM permission.
If not qualified for Arch Mortal (11th title) all exp over 205,999 will be lost.
SET TITLE AND GOAL: Existing Title: Set Title: Existing Goal: Set Goal:
() to ()
Goal in the range of (Title x3-3) to (Title x3-1)
click here to set New Title and Goal (overriding existing). Note: Setting a lower Title or Goal than current will be ignored. Setting a Goal not within the Title range will be ignored.
If not qualified for Arch Mortal (11th title) setting title over 10, and/or goal over 29 will be ignored.
leveling up:
Titles to raise: Goals to raise:
click here to level up goal to
GOAL CLASS ATTRIBUTES INCREASE CHANCES
:MAX:+1 (% chance) :MAX:+1 (% chance)
click here to roll attribute increase chances
RESULT 1: RESULT 2:
GOAL CLASS ATTRIBUTE INCREASE CHANCE
:MAX:+1 (% chance) :MAX:(At Maximum)
click here to roll attribute increase chance
RESULT:
GOAL OPEN ATTRIBUTE(S) INCREASE CHANCE(S)
ATTRIBUTE 1:
MAX:+1 (% chance)
ATTRIBUTE 2:
MAX:+1 (% chance)
click here to roll attribute(s) increase chance(s). (Rolling on MAX attributes will be ignored).
RESULT 1: RESULT 2:
GOAL OPEN ATTRIBUTE INCREASE SELECT
ATTRIBUTE:
MAX:+1 (100% chance)
click here to improve selected attribute
RESULT:
GOAL ADD SKILL POINTS Goal skill points:
Skills for Title:
Skill Name
Base
Ability
Added
Chance
Skill Points Remaining: Points To Add:
click here to add skill points after selecting 1 skill above
GOAL ADD SKILL POINTS Goal skill points:
Skills for Title:
Skill Name
Base
Ability
Added
Chance
Skill Points Remaining: Points To Add:
click here to add skill points after selecting 1 skill above
GOAL ADD SKILL POINTS Goal skill points:
Skills for Title:
Skill Name
Base
Ability
Added
Chance
Skill Points Remaining: Points To Add:
click here to add skill points after selecting 1 skill above
GOAL ADD SKILL POINTS Goal skill points:
Skills for Title:
Skill Name
Base
Ability
Added
Chance
Skill Points Remaining: Points To Add:
click here to add skill points after selecting 1 skill above
GOAL ADD SKILL POINTS Goal skill points:
Skills for Title:
Skill Name
Base
Ability
Added
Chance
Skill Points Remaining: Points To Add:
click here to add skill points after selecting 1 skill above
GOAL ADD SKILL POINTS Goal skill points:
Skills for Title:
Skill Name
Base
Ability
Added
Chance
Skill Points Remaining: Points To Add:
click here to add skill points after selecting 1 skill above
GOAL ADD SKILL POINTS Goal skill points:
Skills for Title:
Skill Name
Base
Ability
Added
Chance
Skill Points Remaining: Points To Add:
click here to add skill points after selecting 1 skill above
click to reset skill points
click to reset skill points
click for Title
skills
click for Title
skills
click to reset skill points
click for Title
skills
click to reset skill points
click for Title
skills
TITLE () NEW SKILL ACQUIRED Basic Modifiers: Note:Other modifiers may be included, social skills, special abilities, etc. Starting rolls are already included in ability shown below
Skill Name
Base
Ability
Chance
TITLE CHARACTERISTIC IMPROVEMENTS Endurance:+
Perception:+1
Affinity:+2
Fortune:+1
TITLE ATTACK SKILL IMPROVEMENT(S) Standard:Lore:
TITLE OTHER IMPROVEMENT(S) Other:
COMMIT TITLE CHANGES
click here to commit title changes
TITLE () NEW SKILLS ACQUIRED Basic Modifiers: Note:Other modifiers may be included, social skills, special abilities, etc. Starting rolls are already included in ability shown below
Skill Name
Base
Ability
Chance
TITLE CHARACTERISTIC IMPROVEMENTS Endurance:+
Perception:+1
Affinity:+2
Fortune:+1
TITLE ATTACK SKILL IMPROVEMENT(S) Standard:Lore:
TITLE OTHER IMPROVEMENT(S) Other:
COMMIT TITLE CHANGES
click here to commit title changes
TITLE () NEW SKILLS ACQUIRED Basic Modifiers: Note:Other modifiers may be included, social skills, special abilities, etc. Starting rolls are already included in ability shown below
Skill Name
Base
Ability
Chance
TITLE CHARACTERISTIC IMPROVEMENTS Endurance:+
Perception:+1
Affinity:+2
Fortune:+1
TITLE ATTACK SKILL IMPROVEMENT(S) Standard:Lore:
TITLE OTHER IMPROVEMENT(S) Other:
COMMIT TITLE CHANGES
click here to commit title changes
TITLE () NEW SKILLS ACQUIRED Basic Modifiers: Note:Other modifiers may be included, social skills, special abilities, etc. Starting rolls are already included in ability shown below
Skill Name
Base
Ability
Chance
TITLE CHARACTERISTIC IMPROVEMENTS Endurance:+
Perception:+1
Affinity:+2
Fortune:+1
TITLE OTHER IMPROVEMENT(S) Other:
TITLE ATTACK SKILL IMPROVEMENT(S) Standard:Lore:
COMMIT TITLE CHANGES
click here to commit title changes
TITLE () NEW SKILLS ACQUIRED Basic Modifiers: Note:Other modifiers may be included, social skills, special abilities, etc. Starting rolls are already included in ability shown below
Skill Name
Base
Ability
Chance
TITLE CHARACTERISTIC IMPROVEMENTS Endurance:+
Perception:+1
Affinity:+2
Fortune:+1
TITLE ATTACK SKILL IMPROVEMENT(S) Standard:Lore:
TITLE OTHER IMPROVEMENT(S) Other:
COMMIT TITLE CHANGES
click here to commit title changes
TITLE () NEW SKILLS ACQUIRED Basic Modifiers: Note:Other modifiers may be included, social skills, special abilities, etc. Starting rolls are already included in ability shown below
Skill Name
Base
Ability
Chance
TITLE CHARACTERISTIC IMPROVEMENTS Endurance:+
Perception:+1
Affinity:+2
Fortune:+1
TITLE ATTACK SKILL IMPROVEMENT(S) Standard:Lore:
TITLE OTHER IMPROVEMENT(S) Other:
COMMIT TITLE CHANGES
click here to commit title changes
TITLE () NEW SKILLS ACQUIRED Basic Modifiers: Note:Other modifiers may be included, social skills, special abilities, etc. Starting rolls are already included in ability shown below
Skill Name
Base
Ability
Chance
TITLE CHARACTERISTIC IMPROVEMENTS Endurance:+
Perception:+1
Affinity:+2
Fortune:+1
TITLE ATTACK SKILL IMPROVEMENT(S) Standard:Lore:
TITLE OTHER IMPROVEMENT(S) Other:
COMMIT TITLE CHANGES
click here to commit title changes
COMMIT GOAL CHANGES
click here to commit goal changes
CHECK ARCH MORTAL QUALIFICATIONS: Class: Overall 11th Title Qualify?:Attribute Qualifications: All Qualify?: STR:Needed:Qualify?: AGL:Needed:Qualify?: VIT:Needed:Qualify?: INT:Needed:Qualify?: WIS:Needed:Qualify?: KNW:Needed:Qualify?: APP:Needed:Qualify?: CHM:Needed:Qualify?: SOC:Needed:Qualify?: AUR:Needed:Qualify?: PTY:Needed:Qualify?: WIL:Needed:Qualify?: Skill Qualifications (Core Skills): All Qualify?: Skill 1:Chance:Needed:Qualify?: Skill 2:Chance:Needed:Qualify?: Skill 3:Chance:Needed:Qualify?: Skill 4:Chance:Needed:Qualify?: Skill 5:Chance:Needed:Qualify?:Power Qualifications: Qualify?: Additional Powers/Abilities: Needed: 1 or more additional powers or abilities.
Special Qualifications: Qualify(Yes/No)?: Needed:
UPDATE WEAPON PROFICIENCIES:
TOTAL WEAPON PROFICIENCIES:
USED:
AVAILABLE:
Class Weapons Useable:
Current Weapon Proficiencies: Weapon:
click here to roll a Weapon Knowledge skill and try to add the selected weapon as a proficiency.
click here to add selected weapon as an initial weapon already proficient in.
UPDATE WEAPON PROFICIENCIES:
TOTAL WEAPON PROFICIENCIES:
USED:
AVAILABLE:
Class Weapons Useable:
Current Weapon Proficiencies: Weapon:
click here to roll a Weapon Knowledge skill and try to add the selected weapon as a proficiency.
SELECT SOLDIERING WEAPON:
click here to update soldiering weapon.
WEAPON LORE WEAPON SELECTION:
's class () does not ever acquire Weapon Lore. Cannot select a Weapon Lore weapon.
WEAPON LORE WEAPON SELECTION:
has not acquired Weapon Lore. Cannot select a Weapon Lore weapon, yet.
Fill custom values (changes selection to Custom Martial Knowledge discipline).
Final commit of Martial Knowledge discipline choices (finishes update).
MARTIAL LORE VALUES SELECTION:
's class () does not ever acquire Martial Lore. Cannot select Martial Lore values.
MARTIAL LORE VALUES SELECTION:
has not acquired Martial Lore. Cannot select Martial Lore values, yet.
MARTIAL LORE VALUES SELECTION:
Current Martial Knowledge Values Attacks: Blocks: Holds: Moves: Throws: Can select any to add:
ATTACKS
BLOCKS
HOLDS
MOVES
THROWS
Martial Punch
Arm Block
Half Neck
Jump
Arm Throw
Martial Kick
Leg Block
Full Neck
Flying
Leg Throw
Elbow Smash
Body Block
Arm
Immoveable Stance
Shoulder Throw
Knee Smash
-
Leg
Spinning
Body Throw
Head Butt
-
Torso
Sweep
Spin Throw
Heel Strike
-
Torso(1 Arm)
Snap
-
Rake
-
Torso(2 Arms)
Tension
-
Finger Punch
-
-
Double Attack
-
Counter Punch
-
-
-
-
Counter Kick
-
-
-
-
Scissor Strike
-
-
-
-
click here to roll Martial Lore to add any Martial Knowledge value (rolls against the first new 1 checked).
Current Martial Lore Values: Martial Lore:
click here to roll for a Martial Lore value.
MARTIAL KNOWLEDGE STANCE SELECTION:
Current Martial Knowledge Stances:
Martial Knowledge Stances:
click here to roll to learn a Martial Knowledge stance.
MARTIAL LORE STANCE MASTERY SELECTION:
's class () does not ever acquire Martial Lore. Cannot master martial stances.
MARTIAL LORE STANCE MASTERY SELECTION:
has not acquired Martial Lore. Cannot master martial stances, yet.
MARTIAL LORE STANCE MASTERY SELECTION:
Current Martial Knowledge Stances:
Current Martial Lore Mastered Stances:
Martial Lore Stances:
click here to roll mastery for a martial stance with Martial Lore.
ARMOR KNOWLEDGE CONFIGURATION SELECTION:
's class () does not ever acquire Armor Knowledge. Cannot select armor configuration to lower penalties for.
ARMOR KNOWLEDGE CONFIGURATION SELECTION:
has not acquired Armor Knowledge. Cannot select armor configuration to lower penalties for, yet.
ARMOR KNOWLEDGE CONFIGURATION SELECTION:
Current equipped armor configuration (shields/clothing not included):
Armor Knowledge Slots: Current Armor Knowledge set(s):
click here to roll Armor Knowledge for equipped configuration to lower armor penalties.
click here for mod roll (add +20% for 1-3 minor changes, if previous critical success, +5% per 2 points of armor magic +, etc.)
ARMOR LORE CONFIGURATION SELECTION:
's class () does not ever acquire Armor Lore. Cannot select armor configuration to remove penalties for.
ARMOR LORE CONFIGURATION SELECTION:
has not acquired Armor Lore. Cannot select armor configuration to remove penalties for, yet.
ARMOR LORE CONFIGURATION SELECTION:
Current equipped armor configuration (shields/clothing not included):
Armor Lore Slots: Current Armor Lore set(s):
click here to roll Armor Lore for equipped configuration to remove all armor penalties.
click here for mod roll (add +20% for 1-3 minor changes, if previous critical success, +5% per 2 points of armor magic +, etc.)
SPELL MASTERY SPELL SELECTION:
's class () does not ever acquire a spell mastery skill. Cannot master spells.
SPELL MASTERY SPELL SELECTION:
has not acquired a spell mastery skill. Cannot master spells, yet.
SPELL MASTERY SPELL SELECTION:
All Spells: Spell Mastery Slots:Available Slots: Current Mastered Spells:
click here to roll Spell Lore (or equiv.) to master a spell and add it to the list (1st spell is guranteed).
click here to roll Spell Lore modified (or equiv.) to master a spell (1st spell is guranteed). +30% to created spells, etc..
LEARN NEW RACIAL SKILL:
does not have any open slots for a new Racial Skill. Improve Knowledge rating before trying to learn a new Racial Skill.
LEARN NEW RACIAL SKILL:
Select Skill to Learn:
click here to select a Racial Skill to learn. Notes:many skills have prerequisites and may not be learned until those are met. Cannot select a Racial Skill already known.
Many Magical/Divine Magical skills are restricted to specific races/classes. Check with your GM.
Training is recorded for all skills. Training another skill will not lose the training you have applied to a different skill.
Skill to Train: Hours Trained (max. 8 per day): Training Hours Needed: BASE LEARN CHANCE:
% MODIFIERS: With Book: +10% With Library: +20% Self Taught: +0% Teacher Taught: +20% Instructor Taught: +50%
(Instructor must make Instruction Social Skill roll). Previous Failures: +x(10%) TOTAL CHANCE:
%
click here to try to learn
.
LEARN NEW SOCIAL SKILL:
does not have any open slots for a new Social Skill. Improve Knowledge rating before trying to learn a new Social Skill.
LEARN NEW SOCIAL SKILL:
Select Skill to Learn:
click here to select a Social Skill to learn. Notes:Cannot select a Social Skill already known. Training is recorded for all skills.
Training another skill will not lose the training you have applied to a different skill.
Skill to Train: Hours Trained (max. 8 per day): Training Hours Needed: BASE LEARN CHANCE:
% MODIFIERS: With Book: +10% With Library: +20% Self Taught: +0% Teacher Taught: +20% Instructor Taught: +50%
(Instructor must make Instruction Social Skill roll). Previous Failures: +x(10%) TOTAL CHANCE:
%
click here to try to learn
.
IMPROVE RACIAL SKILL:
Select Skill to Improve:Skill Chance:
click here to select racial skill.
Skill to Train:Skill Chance:
Hours Trained (max. 8 per day): Training Hours Needed: BASE IMPROVE CHANCE:
% MODIFIERS: With Book: +10% With Library: +20% Self Taught: +0% Improvement: 2d4% Teacher Taught: +20%
Teacher's Skill Chance:
(must be 10%+ higher than skill chance) Improvement: 2d4% (per 10% difference in skill chances). Instructor Taught: +50%
(must make Instruction roll).Instructor's Skill Chance:
(must be 10%+ higher than skill chance) Improvement: 2d4+2% (per 10% difference in skill chances). Previous Improvements: -x(5%) (includes initial learning of skill) Previous Failures: +x(10%) TOTAL CHANCE:
%
click here to try to improve
.
IMPROVE SOCIAL SKILL:
Select Skill to Improve:Skill Chance:
click here to select social skill.
Skill to Train:Skill Chance:
Hours Trained (max. 8 per day): Training Hours Needed: BASE IMPROVE CHANCE:
% MODIFIERS: With Book: +10% With Library: +20% Self Taught: +0% Improvement: 2d4% Teacher Taught: +20%
Teacher's Skill Chance:
(must be 10%+ higher than skill chance) Improvement: 2d4% (per 10% difference in skill chances). Instructor Taught: +50%
(must make Instruction roll).Instructor's Skill Chance:
(must be 10%+ higher than skill chance) Improvement: 2d4+2% (per 10% difference in skill chances). Previous Improvements: -x(5%) (includes initial learning of skill) Previous Failures: +x(10%) TOTAL CHANCE:
%
click here to try to improve
.
UPDATE NAME: Existing Name: New Name:
click here to update name.
LANGUAGES: None No update possible.
LANGUAGES: Language 1
LANGUAGES: Language 1
LANGUAGES: Language 1
LANGUAGES: Language 1
LANGUAGES: Language 1
LANGUAGES: Language 1
LANGUAGES: Language 1
LANGUAGES: Language 1 Language 2
LANGUAGES: Language 1 Language 2 Language 3
LANGUAGES: Language 1 Language 2 Language 3
LANGUAGES: Language 1 Language 2 Language 3 Language 4
LANGUAGES: Language 1 Language 2 Language 3 Language 4 Language 5
LANGUAGES: Language 1 Language 2 Language 3 Language 4 Language 5 Language 6
LANGUAGES: Language 1 Language 2 Language 3 Language 4 Language 5 Language 6 Language 7
LANGUAGES: Language 1 Language 2 Language 3 Language 4 Language 5 Language 6 Language 7 Language 8
LANGUAGES: Language 1 Language 2 Language 3 Language 4 Language 5 Language 6 Language 7 Language 8 Language 9
LANGUAGES: Language 1 Language 2 Language 3 Language 4 Language 5 Language 6 Language 7 Language 8 Language 9 Language 10
LANGUAGES: Language 1 Language 2 Language 3 Language 4 Language 5 Language 6 Language 7 Language 8 Language 9 Language 10(
LANGUAGES: Language 1 Language 2 Language 3 Language 4 Language 5 Language 6 Language 7 Language 8 Language 9 Language 10
To update languages just overwrite the existing value(s) and hit update.
click here to update languages.
UPDATE GENDER: Existing Gender: New Gender:
click here to update gender.
UPDATE FAITH: Existing Faith: New Faith(30 Characters Max):
click here to update faith.
UPDATE SOCIAL CLASS: Existing Social Class Rating: New Social Class Rating: Note:The GM will let the player know if their Social Class should be changed based on a change to the Character's social rank.
click here to update Social Class.
UPDATE AGE: Existing Age: New Age: Existing Apparent Age: New Apparent Age:
click here to update Age/Apparent Age.
UPDATE FEATURES:
EXISTING:
Height: ' "
Frame:
Weight: lb.
UPDATE: Height:Feet: '
Inches: " Frame: Weight:
lb. Head Covering:Name:Value: Body Covering:Name:Value: Eyes:Name:Value: Skin:Name:Value:
click here to update Features.
click here to restore Features to their original values.
UPDATE CHANGELING RACE:
is and not a Changeling. Cannot change race.
UPDATE CHANGELING RACE:
Changeling appears as race:Notes: STR, AGL, VIT, APP may change based on race changes. UPDATE RACE FEATURES: New Gender: Slight Physique: (+1 AGL/-1 STR, etc.) Height:Feet: '
Inches: " Notes: height must be within 1 and 1/2 feet of their original height of ' " Frame: Weight:
lb.
click here to update Changeling Race. Notes: may only change forms twice per day.
UPDATE FORMLESS HOST:
is and not a Formless. Cannot possess a new host.
UPDATE FORMLESS HOST:
New Formless Host: Host Type: Hours Dead(if corpse): Notes: -5% Control Resistance to possess per full hour dead (not used for mindless husks).
NEW FORMLESS HOST ATTRIBUTES: New STR:STR MAX: New AGL:AGL MAX: New VIT:VIT MAX: New APP:APP MAX: New SOC:SOC MAX:
NEW FORMLESS HOST FEATURES: New Gender: Slight Physique: (+1 AGL/-1 STR, etc.) Height:Feet: '
Inches: " Frame: Weight:
lb.
click here to roll a special Control Resist to possess a new host. Notes:Formless are immune to control but do require a special Control Resistance to possess the new host. Special Formless Control Resistance: %
RETAIN FORMLESS HOST:
is and not a Formless. Is not possessing a host.
RETAIN FORMLESS HOST:
Current Host: Host Type: Occupied For:
(s) Can Occupy For:
(s)
Special Formless Control Resistance: % Retention Modifier: -5% chance per occupied.
click here to roll a special Control Resist to retain current host. Notes:Formless are immune to control but do require a special Control Resistance to retain a host at the end of each period.
FORMLESS FREE PSYCHE CHECK:
is and not a Formless. No free psyche to check.
FORMLESS FREE PSYCHE CHECK:
is a Formless but has a current host. No free psyche to check.
FORMLESS FREE PSYCHE CHECK:
After hours the free psyche must be checked for 1 point Will Force loss and insanity each hour.
Current Will Force: Special Formless Control Resistance: % Will Force Save: %
click here to roll a special Control Resist to avoid Will Force loss. Notes:A Will Force save will be rolled to avoid insanity if the Control Resistance fails.
ADD/REMOVE POWERS/ABILITIES:
Additional Powers/Abilities:
ADD ABILITIES: New Ability(Open): (No Commas!)
click here to add constant input ability. Magical Abilities:
click here to add constant magical ability. Divine Abilities:
click here to add constant divine ability. ADD POWER: New Powers(Open): (No Commas!)
click here to add input power. Magical Powers:
click here to add magical power. Divine Powers:
click here to add divine power. Notes:by title means activation is set by title/level.
0=1x month, 1-3=1x week, 4-6=1x day, 7-9=2x day, 10-12=3x day, 13-15=4x day, 16-19=5x day, 20+=at will.
Powers and abilities are for display, but when in effect they may need to be set as modifiers in (Update Temporary Modifiers).REMOVE POWER/ABILITY: Power/Ability:
click here to remove selected power/ability.
ADD EFFECT: New Effect(Open): (No Commas!)
click here to add input effect. New Magical Effect:
click here to add magical effect. New Divine Effect:
click here to add divine effect. Note: Effects are for display (must also select and set matching modifiers below).
REMOVE EFFECT: Effect:
click here to remove selected effect. Note: Effects are for display (must also select and remove matching modifiers below). ADD/REMOVE MODIFIERS: ATTRIBUTES:
STR
AGL
VIT
INT
WIS
KNW
APP
CHM
SOC
AUR
PTY
WIL
Current Rating
Input Mundane
Mundane Modifiers
Natural Maximum
Input Magic
Magic Modifiers
Magical Maximum
click here to set ALL attribute modifiers (here and on sheet).
click here to clear ALL attribute modifiers (here and on sheet). Note: to remove a single modifier (and leave the rest untouched) put the opposite value (-2 for 2, 2 for -2, etc.), and push SET. CHARACTERISTICS:
Endurance
Perception
Affinity
Fortune
Current Values
Input Modifier
Modifiers
click here to set ALL characteristic modifiers (here and on sheet).
click here to clear ALL characteristic modifiers (here and on sheet). Note: to remove a single modifier (and leave the rest untouched) put the opposite value (-3 for 3, 3 for -3, etc.), and push SET. RESISTANCES:
Magic
Illusion
Control
Poison
Disease
Current Values
Input Modifier
Modifiers
Immune?
click here to set ALL resistance modifiers (here and on sheet).
click here to clear ALL resistance modifiers (here and on sheet). Note: to remove a single modifier (and leave the rest untouched) put the opposite value (-10 for 10, 10 for -10, etc.), and push SET. MOVEMENT:
Hour/10Sec/1Sec
Hour/10Sec/1Sec
Hour/10Sec/1Sec
Hour/10Sec/1Sec
Daily/Rest
Stand/Up
Current
Walk:
/
/
Jog:
/
/
Run:
/
/
/
/
Travel:
/
Jump:
'/'
Input
Modifiers
Note: movement modifiers are a single modifier that turns into multiple modifiers, 2 becomes (2/20/2),3 becomes (3/30/3), etc.
Movement Multiplier Modifier: Input: Modifier: Notes: temporarily overrides racial multiplier. Values = 2(x2), .5(x1/2), etc.
Replace Special Movement Type: Temp Special Movement: Temp Special Speed Multiplier:
click here to set ALL movement modifiers (here and on sheet).
click here to clear ALL movement modifiers (here and on sheet). Note: to remove a single modifier (and leave the rest untouched) put the opposite value (-4 for 4, 4 for -4, etc.), and push SET. COMBAT:
Pain Threshold: Modifier: Note:reduces or adds to all incoming damage (-/+)
Fumble Range (increase): Modifier: Called Shot (increase): Modifier: Note:a point of fumble/called shot range increase adds 1 (on a d20) to the chance of these occuring. Example: a called shot increase of 2 means called shots now occur on a natural 20, 19, or 18 (for a beginner).
click here to set ALL combat modifiers (here and on sheet).
click here to clear ALL combat modifiers (here and on sheet). Note: to remove a single modifier (and leave the rest untouched) put the opposite value (-1 for 1, 1 for -1, etc.), and push SET. EQUIPMENT: Weight Modifier: Modifier: Note:modifies the weight of all items equipped/carried (multiplier, 2=x2, .5=x1/2). Overrides magic item Lighten Load effects. Capacity Modifier: Modifier: Note:modifies the character's carrying capacity (multiplier, 2=x2, .5=x1/2). Overrides divine item Spirit of the Donkey effects.
click here to set ALL movement modifiers (here and on sheet).
click here to clear ALL movement modifiers (here and on sheet). FATIGUE:
Combat Skill
Melee
Missile
Damage
Movement
Weapon Speed
Faint
Modifiers
Fatigue Level:
Value:
Fatigue Immunity?:
Fatigue Level
Combat Skill
Melee
Missile
Damage
Movement
Weapon Speed
Faint
0
+0%
+0
+0
+0
1
+0
None
1
-5%
+0
+0
+0
.75
+1
None
2
-10%
+0
+0
-1
.75
+1
None
3
-15%
-1
-1
-2
.75
+2
None
4
-20%
-2
-2
-3
.5
+2
VIT Save
5
-25%
-3
-3
-4
.5
+3
VIT Save-5%
6
-30%
-4
-4
-5
.5
+3
VIT Save-10%
7
-35%
-5
-5
-6
.5
+4
VIT Save-15%
8
-40%
-6
-6
-7
.25
+4
VIT Save-20%
9
-45%
-7
-7
-8
.25
+5
VIT Save-25%
10
-50%
-8
-8
-9
.25
+5
VIT Save-30%
Mental Fatigue Level:
Value:
Modifier:
% (-5% to all skills per level) Mental Fatigue Immunity?:
click here to set ALL fatigue modifiers (here and on sheet).
click here to clear ALL fatigue modifiers (here and on sheet). BERSERKING:
click here to set berserk modifiers (after successful skill roll).
click here to set after berserk modifiers (after Berserking Skill or Berserker Root herb wears off).
click here to clear after berserk modifiers. NON-SKILL EVOKE: Magical Evoke:
click here to set selected magical evoke (automatic/non-skill).
click here to clear ALL active evokes.
click here to clear ALL modifiers!
click here to close modifications tab.
UPDATE GME ATTACK SKILL: ATTACK SKILL: Attack Skill: Change to the new attack skill (GME only).
CHARACTER SHEET CONFIG Current Configuration:
Character Sheet Style:
Color Scheme(Color sheet only): Equipment Handling:
Attack Verbosity:
Switch Sheet:
Calc/Show Experience Value:GM use for GMCs and GMEs. Show Experience?(Bottom of Main Tab) Experience Bonuses: Poison Type? Slaying?Character Class?(GMCs)Caster/Invoker?Damaging Touch?Draining Touch? Breath Weapon?Convert Victim?Gaze Attack?Chameleon?Mind Control?Invisibility? Calculate Experience Value
Split Experience: EXP to Split:Fill with GMC/GME EXP value? Split Number#:Number to recieve Exp (whole number)Difficulty?Below 100% lowers EXP to split. Calculate Experience Value EXP per person:EXP remainder:
ABOUT IMAGINE ROLE PLAYING™
For more information visit:
https://www.role-playing.com
Imagine Character Sheet (ICS)
(for Roll20 virtual table top)
Version: 1.0.321 (Release)
Developed by W. Michael Tenery III
Roll20 User Id: 101005
with help from Brian Carroll and Joshua Tenery
User Documentation: https://owncloud.role-playing.com/index.php/s/CUcnU01Dl3FWhSo
Version 1.0 features Main Info Page (Name/Race/Gender/Class)
Main Info Page (Alignment/Tendencies)
Main Info Page (Experience)
Main Info Page (Attributes)
Main Info Page (Characteristics)
Main Info Page (Resistances)
Main Info Page (Movement)
Main Info Page (Racial Features)
Main Info Page (Handedness)
Main Info Page (Languages)
Main Info Page (GM:Optional EXP value)
Skills Page (Race Skills)
Skills Page (Social Skills)
Skills Page (Class Skills)
Skills Page (Common Skills)
Equipment Page (Money)
Equipment Page (Items, Free)
Equipment Page (Items, Loose)
Combat Page (Attack Charts)
Combat Page (Combat Modifiers)
Combat Page (Weapon Listing)
Combat Page (Attack Handling)
Combat Page (Weapon Modification Effects)
Combat Page (Magical Weapon Effects)
Combat Page (Weapon Parry)
Combat Page (Weapon/Missile Lore,2nd Weapon Know./Lore Handling.)
Combat Page (Lobbing Attacks)
Combat Page (Situational Modifiers)
Combat Page (Martial Know. Handling)
Combat Page (Martial Lore Handling)
Combat Page (Martial Stance Handling)
Combat Page (Grappling Handling)
Combat Page (Brawling Handling)
Combat Page (Natural Attack Handling)
Combat Page (Body Charts)
Combat Page (Shield Parry)
Combat Page (Body Parry)
Combat Page (Armor Equipping)
Combat Page (Damage Handling)
Combat Page (Healing Handling)
Combat Page (Armor Repair Handling)
Magic and Specials Page (Standard Abilities/Disabilities)
Magic and Specials Page (Standard Class Modifiers)
Magic and Specials Page (Social Skill Modifiers)
Magic and Specials Page (Commune/Endure chances)
Magic and Specials Page (Memorization Points)
Magic and Specials Page (Aura/Arcane/Invoking)
Magic and Specials Page (Mental Combat)
Magic and Specials Page (Temporary Modifiers)
Magic and Specials Page (Fatigue)
Magic and Specials Page (Consumables)
Magic and Specials Page (Lore)
Magic and Specials Page (Evoke Powers)
Magic and Specials Page (Invocations)
Magic and Specials Page (Spells)
Background and Journal (Free Input)
Character Configurator-Step 1 (Gender and Races)
Character Configurator-Step 2 (Attributes)
Character Configurator-Step 3 (Features/Other Race Mods)
Character Configurator-Step 4 (Handedness and Languages)
Character Configurator-Step 5 (Class)
Character Configurator-Step 6 (Skills)
Character Configurator-Step 7 (Alignment)
Character Configurator-Step 8 (Starting Money/Equipment/Lore)
Character Configurator-Step 9 (Faith/Name/Finish)
Character Updater (Add Exp)
Character Updater (Set Exp)
Character Updater (Set Title and Goal)
Character Updater (Level Up!)
Character Updater (Level Up - Check Arch Mortal Qualify)
Character Updater (Show Arch Mortal [11th Title] Qualify)
Character Updater (Add Weapon Proficiency)
Character Updater (Select Soldiering Weapon)
Character Updater (Select Weapon Lore Weapon)
Character Updater (Select Missile Lore Weapon)
Character Updater (Select 2nd Weapon Know. Weapon)
Character Updater (Select 2nd Weapon Lore Weapon)
Character Updater (Select Projectile Know. Proj.)
Character Updater (Select Projectile Lore Proj.)
Character Updater (Select Multi Missile Know. Combo)
Character Updater (Select Multi Missile Lore Combo)
Character Updater (Select Martial Know. Discipline)
Character Updater (Select Martial Lore Details)
Character Updater (Select Martial Know. Stance)
Character Updater (Select Martial Lore Stance)
Character Updater (Select Armor Know. Config.)
Character Updater (Select Armor Lore Config.)
Character Updater (Select Spell Mastery Spells)
Character Updater (Add New Racial Skill)
Character Updater (Add New Social Skill)
Character Updater (Train Up Racial Skill)
Character Updater (Train Up Social Skill)
Character Updater (Name Change)
Character Updater (Add/Update Languages)
Character Updater (Change Gender)
Character Updater (Change Faith)
Character Updater (Update Social Class)
Character Updater (Update Age)
Character Updater (Update Features: height, weight, eyes, hair, etc.)
Character Updater (Changeling Switch Race)
Character Updater (Formless New Host)
Character Updater (Formless Host Retention)
Character Updater (Formless Check Free Psyche)
Character Updater (Add/Remove Powers/Abilities)
Character Updater (Update Temporary Modifiers)
Character Sheet Config (Standard Sheet Style)
Character Sheet Config (Color Sheet Style)
Character Sheet Config (Equip Styles)
Character Sheet Config (Attack Verbosity Styles)
Character Sheet Config (GM: Show/Calc EXP Value)
About Info (This page)
(Overall) Races - One Race (Races A-X)
(Overall) Races - Half Races (Races A-X)
(Overall) Classes (A-W)
(Overall) GME Sheet
(Overall) Creature Sheet @TODO for Version 2.0
Class Skills(Add skill details, non-acquired blocking: Slay, etc.)
Magic and Specials Page (Special Abilities)
Magic and Specials Page (Special Disabilities)
Background and Journal Page (Family Details)
Background and Journal Page (Special Background)
Background and Journal Page (Special Heritage)
Character Updater (Remove a Weapon Proficiency)
Character Updater (Insanity)
Character Configurator (Move Finish to Step 10)
Character Configurator-Step 9 (Specials:Abilities/Disabilities)
Character Configurator-Step 6.1 (0-Title Player characters)
Character Configurator-Step 6.2 (Professions/Bonus Skills)
Equipment Page (Items, Realistic)
@TODO for Version 3.0
Classes - Jack of All Trades
Races - Part Races (Races A-X)
Races - Multi Races(3) (Races A-X)
Character Configurator-Step 6.3 (Specialists)
Character Updater (Subclass)
Character Updater (Orders)
Character Updater (Arch Orders)
Character Updater (Grand Orders)
@TODO for Version X.XX
Races - Trace Race (Races A-X)
Races - Multi Races(4) (Races A-X)
Character Updater (Incarnate Templates)
Character Updater (Undead Templates)
Character Updater (Returned Templates)
Character Updater (Demi-God Templates)
Character Configurator-Step 6.3 (Multi-class Characters)
Racial Name Generator
Guided Character Creation @BUGS(Known) *Duplicate Customized Equipment Loss. Sheet:Equipment, Minor:workaround exists
Item lost after customizing two base items the same way separately
and then moving 1 of them to a different list in the equipment sheet.
A) Customize an item with a base item name.
B) Customize a second item with the same base item name the same way.
C) 2 items will now be in the equipment list they were created in.
They will have the same full name but be shown twice.
D) Move 1 of them to any other equipment list.
Result: 1 item gets moved, 1 item is lost.
Workaround 1: When customizing 2 items the same way, set the number to 2
and do both at once.
Workaround 2: When customizing a second item the same way, move 1 item to
different list and make the new item in a seperate list. Then move either item
to the same list as the other. Their numbers will combine without item loss.
↞⇐⇚ IMAGINE CREATURE SHEET ⇛⇒↠
MAIN CREATURE INFO
(, Level )
Habits/Life Cycle: Climate/Habitat: Body Type
ATTRIBUTES:
STR
AGL
VIT
INT
WIS
KNW
APP
CHM
SOC
AUR
PTY
WIL
%
%
%
%
%
%
%
%
%
%
%
%
RESISTANCES:
MR
CR
IR
PR
DR
CHARACTERISTICS:
Endurance
Hide*
Shock
Perception
Affinity
Fortune
*Includes natural hide, force armor, spiritual armor, and all damage mitigation (except worn armor).
MODIFIERS:
Melee
Missile
Damage
Defensive
Initiative
Height/Length: ' "
Weight: lb.
Movement:
Alignment:
Attacks: ()
Attacks Notes:
Experience Value:
Skills: Skill Notes:
Abilities: Ability Notes:
Powers: Power Notes:
Disabilities: Disability Notes:
Immunities: Immunity Notes:
Notes:
CREATURE SKILLS
Practitioner Title (all skills):
COMMON SKILLS:Common skills are GM discretion. A Giant Frog will not use Street Knowledge but it will try Leap.
LOBBING ATTACK:Name:Damage(4d6+1,etc.)*:Damage Type: Example:Weight:Shape:Ranges:PB:S:M:L:X: *Lobbed melee weapons do half damage unless a called shot is made.
SITUATION MODS:
For attacks -
Melee:Missile:Damage:Dam Multiple:Defense: Special:
Notes: Cannot combine martial stances with Furious Attack/Desperate Defense in Melee Mods.
3
Active
Stance Name
Speed
Mastery
Notes: Cannot combine martial stances with Furious Attack/Desperate Defense in Melee Mods.
3
3
Active
Stance Name
Speed
Mastery
Notes: Cannot combine martial stances with Furious Attack/Desperate Defense in Melee Mods.
3
3
3
Active
Stance Name
Speed
Mastery
Notes: Cannot combine martial stances with Furious Attack/Desperate Defense in Melee Mods.
3
3
3
3
Active
Stance Name
Speed
Mastery
Notes: Cannot combine martial stances with Furious Attack/Desperate Defense in Melee Mods.
3
3
3
3
3
MARTIAL LORE MODS:General: Spinning can be combined with Flying/Jumping Martial Know. moves.
Blind Attack: +
Blind Defense: Melee:Damage:Dam Multiple:Defense: Special:
SKILL
MOD
MADE
Lore Name
Type
Rating
Mod
Notes:
-
-
-
-
-
-
-
-
SKILL
MOD
MADE
Lore Name
Type
Rating
Mod
Notes:
SKILL
MOD
MADE
Lore Name
Type
Rating
Mod
Notes:
SKILL
MOD
MADE
Lore Name
Type
Rating
Mod
Notes:
SKILL
MOD
MADE
Lore Name
Type
Rating
Mod
Notes:
SKILL
MOD
MADE
Lore Name
Type
Rating
Mod
Notes:
SKILL
MOD
MADE
Lore Name
Type
Rating
Mod
Notes:
SKILL
MOD
MADE
Lore Name
Type
Rating
Mod
Notes:
SKILL
MOD
MADE
Lore Name
Type
Rating
Mod
Notes:
SKILL
MOD
MADE
Lore Name
Type
Rating
Mod
Notes:
SKILL
MOD
MADE
Lore Name
Type
Rating
Mod
Notes:
SKILL
MOD
MADE
Lore Name
Type
Rating
Mod
Notes:
SKILL
MOD
MADE
Lore Name
Type
Rating
Mod
Notes:
GRAPPLING
ROLL
MOD
Speed
Min
Mod
Damage
Notes: Any weapon 18 inches(1.5 feet) in length or less can be used in a grapple.
BRAWLING
ROLL
MOD
Type
Speed
Min
Damage
EVOKE ATTACKS:
EVOKE
ROLL
MOD
Attack Type
Speed
Min
Damage
Damage Type
Special
EVOKE ATTACKS:
EVOKE
ROLL
MOD
Attack Type
Speed
Min
Damage
Damage Type
Special
EVOKE ATTACKS:
EVOKE
ROLL
MOD
Attack Type
Speed
Min
Damage
Damage Type
Special
EVOKE ATTACKS:
EVOKE
ROLL
MOD
Attack Type
Speed
Min
Damage
Damage Type
Special
EVOKE ATTACKS:
EVOKE
ROLL
MOD
Attack Type
Speed
Min
Damage
Damage Type
Special
EVOKE ATTACKS:
EVOKE
ROLL
MOD
Attack Type
Speed
Min
Damage
Damage Type
Special
EVOKE ATTACKS:
EVOKE
ROLL
MOD
Attack Type
Speed
Min
Damage
Damage Type
Special
EVOKE ATTACKS:
EVOKE
ROLL
MOD
Attack Type
Speed
Min
Damage
Damage Type
Special
EVOKE ATTACKS:
EVOKE
ROLL
MOD
Attack Type
Speed
Min
Damage
Damage Type
Special
EVOKE ATTACKS:
EVOKE
ROLL
MOD
Attack Type
Speed
Min
Damage
Damage Type
Special
CREATURE ATTACKS:
ROLL
MOD
Name
Type
Speed
Min
Damage
Type
Special
CREATURE ATTACKS:
ROLL
MOD
Name
Type
Speed
Min
Damage
Type
Special
CREATURE ATTACKS:
ROLL
MOD
Name
Type
Speed
Min
Damage
Type
Special
CREATURE ATTACKS:
ROLL
MOD
Name
Type
Speed
Min
Damage
Type
Special
CREATURE ATTACKS:
ROLL
MOD
Name
Type
Speed
Min
Damage
Type
Special
CREATURE ATTACKS:
ROLL
MOD
Name
Type
Speed
Min
Damage
Type
Special
CREATURE ATTACKS:
ROLL
MOD
Name
Type
Speed
Min
Damage
Type
Special
CREATURE ATTACKS:
ROLL
MOD
Name
Type
Speed
Min
Damage
Type
Special
CREATURE ATTACKS:
ROLL
MOD
Name
Type
Speed
Min
Damage
Type
Special
CREATURE ATTACKS:
ROLL
MOD
Name
Type
Speed
Min
Damage
Type
Special
BODY TYPE:END:SHOCK:HIDE:Spiritual Armor:Force Armor:Outer Kinetic Armor: STR:Save:AGL:Save:VIT:Save: SHIELD:Armor:vs. Missile: Random Hit:Defensive:Endure(the final chance!): %
#
Body Area
END
Type
Effect
VIT
Wounds
PARRY
MOD
Total
Armor(1)
Armor(2)
Armor(3)
Clothing(4)
Shield(5)
Damage
0
Base Endurance
Vital
Death
-
-
-
-
-
-
-
-
-
ARMOR EQUIPPED: CLASS ARMOR USEABLE: ARMOR PENALTIES: Inner Kinetic ArmorSpell: reduces armor penalties by 1 level. Skills: % Combat Skills and Move Unheard/UnseenDefensive:Initiative:Weapon Speed:Armor KnowledgeArmor Lore
DAMAGE/HEALING/REPAIR:
Total Current Damage:Damage Absorption:Magic Shield: Damage:Body Area#:Name:All AreasType:+:Bypass Non-MagicBypass All Healing:Body Area#:Name:All AreasStabilizeRegenerationRestoration Repair:Body Area#:Name:Repair To FullRepair All Areas
CREATURE EQUIPMENT/TREASURE
Wealth(in Gold):Platinum:Gold:Silver:Copper: Gems: Jewelry/Other: Special: Update Coins: Type
No# of Coins: Update Gems: Type
No# of Gems:Value/Each: Update Jewelry/Other: Name(30 Char)
No#:Value/Each:
EQUIPPED:Worn items, in hand, or easily reachable in combat. Armor: Weapons: Equipment:
CARRIED:Items not worn, or not easily reachable. Armor: Weapons: Equipment:
MOUNTS/VEHICLES:Items on a mount or vehicle. Armor: Weapons: Equipment:
TREASURE/HOARD:Items at in a treasure stash or horde. Armor: Weapons: Equipment:
Notes:
Equip/Remove Buckler on/from wrist?
MOVE ITEMS:
Name:
No#:
Leave blank for non-numbered items
From:
To:
Note:Armor equip: 1st clothing, 2nd flexible, 3rd semi-flexible, 4th rigid, then skirts/gorgets/codpieces/girdles. Armor Suits to empty body.Unequipping damaged armor, without repairing it degrades the condition. This will be reflected in armor value when it is requipped.
REMOVE/SELL ITEMS:
Name:
No#:
Leave blank for non-numbered items
From:
Set Cost:
Other Cost:
ADD/BUY ITEMS:
Type:
No#:
Leave blank for single items
To:Carried(Initially)
Set Cost:
Other Cost:
ARMOR AND CLOTHING:
Apparel: Environment Apparel:
Creature From:
(Wyvern/Giant Snake,etc.)
Armor Value:
(used for Giant Chitin/Scales/etc.)
Notes:The two fields above are used for creature part armor. If two parts were used, the Giant Chitin creature type comes first then a `/`
and finally the second creature type for Giant Scales or Giant Leather. Do the same in the Armor Value if the two armor values differ.
Not doing this will result in failure to set proper armor values in the Combat Tab. These fields are ignored for all other armor types. Gauntlets:Protects: Hands Great Helm:Protects: Head, Neck Helm:Protects: Head Composite Helm:Protects: Head, Neck Full Headgear:Protects: Head, Neck, Shoulders Headgear:Protects: Head, Neck Gorget:Protects: Neck Codpiece/Girdle:Protects: Lower Torso (also removes groin called shots) Breastplate:Protects: Upper Torso, Mid Torso Bodysuit:Protects: (All) Full Shirt:Protects: All Torsos, Shoulders, Arms, Forearms Half Shirt:Protects: Upper Torso, Mid Torso, Shoulders, Arms Long Shirt:Protects: All Torsos, Shoulders, Arms, Forearms, Thighs Long Sleeve Shirt:Protects: Upper/Mid Torsos, Shoulders, Arms, Forearms Armored Skirt:Protects: Lower Torso Long Skirt:Protects: Lower Torso, Thighs Leggings:Protects: Lower Torso, Thighs, Shins, Feet Leglets:Protects: Thighs Boots:Protects: Boots(Feet), High Boots(Shins, Feet) Leg Bracers:Protects: Shins Footgear:Protects: Feet Arm Bracers:Protects: Forearms Armlets:Protects: Arms Pauldrons:Protects: Shoulders Shield(Buckler):Protects: 1 Hand or 1 Forearm Shield(Small):Protects: 1 Hand and 1 Forearm Shield(Medium):Protects: 1 Hand, 1 Forearm and 1 Arm Shield(Large):Protects: 1 Hand, 1 Forearm, 1 Arm and 1 Shoulder Shield(Body):Protects: 1 Hand, 1 Forearm, 1 Arm, 1 Shoulder, 1 Leg, 1 Shin, and 1 Foot Armor Suit:Protects: (All) - Must be equipped on an empty Humanoid body. Barding:Protects: Head, Neck, Forequarters and Hindquarters(Mount) Centaur/Insectaur Barding:Protects: Various depending on body type.
COST:
1/4 Low:
1/2 Low:
Low:
Medium:
High:
Double:
Triple:
WEAPONS:
Blades: Axes: Bludgeons/Picks: Piercers: Eastern Melee: Primitive Melee: Heroic Melee: Undersized Melee: Oversized Melee: Specialized Melee: Standard Missile: Eastern Missile: Primitive Missile: Undersized Missile: Oversized Missile: Early Gun/Cannon: Projectiles Composite Bow: Projectiles Compound Bow: Projectiles Great Bow: Projectiles Horn Bow: Projectiles Long Bow: Projectiles Recurve Bow: Projectiles Short Bow: Projectiles Welsh Bow: Projectiles Crossbow: Projectiles Hand Crossbow: Projectiles Heavy Crossbow: Projectiles Other: Projectiles Undersized: Projectiles Oversized: Explosives:
COST:
1/4 Low:
1/2 Low:
Low:
Medium:
High:
Double:
Triple:
EQUIPMENT:
Containers: General Equipment: Beauty and Hygiene: Instruments: Provisions: Drinks and Spirits: Raw Materials: Climbing Equipment: Desert Equipment: Diving Equipment: Cold Equipment: Heat Equipment: Fishing Equipment: Flying Equipment:
COST:
1/4 Low:
1/2 Low:
Low:
Medium:
High:
Double:
Triple:
CUSTOMIZE ITEMS:
Name:
No#:blank for single item
Prefix:
(30 characters max)
Suffix:
(30 characters max)
From:
Condition:
Quality:
Set Weight:
Weight is in lb.
Adjust Weight:
200=double, -50=half
Weapon Customizations:
Armor Customizations:
Magical:
Base Aura:
Magical Weapon:
Weapon Rune:
Rune Level:
Magical Item(Energy):
Energy Dice:
Magical Armor:
Magic Weave?
Armor Rune:
Rune Level:
Magical Item(Energy Endure):
Divine Weapon:
Base (PC):
Divine Armor:
All Magical Effects:
All Divine Effects:
ABILITIES, MAGIC, LORE AND SPECIALS
Abilities:
Ability Notes:
Disabilities:
Disability Notes:
Immunities:
Immunity Notes:
Special Notes:
POWERS:All Powers are at level Refill all usesRefill daily usesShow Powers?:
DRYAD EVOKE:Current Dryad Evokes:Practitioner Title:Show? Tree Evoke Abilities to Add:Use to add selected tree-based evoke. Do not use the +Add below. Use to add all tree-based evokes. Do not use the +Add below.
EVOKE:Current Evokes:Practitioner Title:Show?
EVOKE:Current Evokes:Practitioner Title:Show? Set Totem Animal(New):Animal Evoke Abilities to Add: Select Totem Animal: Set new animal type and add each evoke OR select existing animal and add all evokes at once. Do not use the +Add below. Remove all evoke abilities, remove evoke attacks(from combat page), and reset number of current evokes.
CONSUMABLES:
Herbs: Herb to Add:Use this button to add new selected herb. Do not use the +Add below.
Potions: Potion to Add:Use this button to add new selected potion. Do not use the +Add below.
Elixirs: Elixir to Add:Use this button to add new selected elixir. Do not use the +Add below.
Charms: Charm to Add:Use this button to add new selected charm. Do not use the +Add below.
Poisons: Poison Type to Add:Potency:Form:Add Type/Potency poison. Don`t use +Add below.
Charms: Charm to Add:Use this button to add new selected charm. Do not use the +Add below.
MENTAL COMBAT:
Your Mental Combat Values:Will Force(Rating):Will Force(Current):
ATTACK VS DEFENSE
Mental Slavery
Enfeeblement
Insanity
Will Drain
Death
Warp Mind
Project Illusion
Thought Freedom
+4 Defender
+2 Attacker
No Modifier
+2 Attacker
+4 Attacker
+2 Defender
+4 Defender
Ego Defense
+2 Defender
+4 Defender
+2 Attacker
No Modifier
+2 Attacker
+4 Attacker
+2 Defender
Wall of Sanity
No Modifier
+2 Defender
+4 Defender
+2 Attacker
No Modifier
+2 Attacker
+4 Attacker
Will Resist
+2 Attacker
No Modifier
+2 Defender
+4 Defender
+2 Attacker
No Modifier
+2 Attacker
Life Affirmation
+4 Attacker
+2 Attacker
No Modifier
+2 Defender
+4 Defender
+2 Attacker
No Modifier
Ordered Mind
+2 Defender
+4 Attacker
+2 Attacker
No Modifier
+2 Defender
+4 Defender
+2 Attacker
Searing Truth
+4 Defender
+2 Defender
+4 Attacker
+2 Attacker
No Modifier
+2 Defender
+4 Defender
Opponent's Mental Combat Values:Their Will Force(Current):
MENTAL COMBAT MODIFIERS: Are you Immortal?: +1
Meditate Skill Success (before combat)?: +1
Defeated this opponent before?: +2 Thought Projection Bonus: +
Attack/Defend:?Note:attack only if having Thought Projection, Improved Telepathy, or a higher Will Force once attacked.
Tranquil Mind Skill Success (before combat)?: (Negates Mind Blast) Defense Type:Opponent's Attack:Att/Def Modifier: Defend:Note: defender wins tie.
(push if won roll against opponent, otherwise opponent does.)
Mind Blast Skill Success (before combat)?: (+2 to attack roll, does 1d4+1 damage to opponent's head, opponent cannot attack back.) Mind Blast (burn a Will Force Point)?: (does 2d4+1 damage to opponent's head and opponent loses 1d4 points to all Mental attributes)
Attack Type:Opponent's Defense:Att/Def Modifier: Attack:Note: defender wins tie.
(push if won roll against opponent, otherwise opponent does.)
ADDITIONAL NOTES: Breaking Mental Combat:The being which initiated the attack may break mental combat, when on the offensive (instead of attacking). If the one who initiated combat is attacking and loses concentration, then the attack is broken off and must be restarted. Concentration can be lost by the combatant getting hit for 10 or more points of damage, by getting hit for less than 10 points and failing an Intelligence save, or by being jostled and failing an Intelligence save. A being that has an active method of engaging in mental combat (Thought Projection, active Improved Telepathy, etc.) can make a Will Force save to break free of mental combat altogether instead of attacking. This works even if the being is not the one that initiated the mental combat. A Thought Projection roll can be made instead of a Will Force save to break contact. Death in Mental Combat:If one of the combatants is killed or is destroyed during mental combat in any way other than through the Death mental attack above, the other must make a Will Force save (based on current rating) or suffer a heart attack. The effects of a Heart Attack are 6d6 damage to the upper torso (or body area with a circulatory organ,) if applicable, as beings like undead, golems, etc. would be unaffected. No actions may be taken for 1d4 minutes. The character must make a Vitality save or lose 1 point from their Vitality rating permanently.
TEMPORARY MODIFIERS:
TEMPORARY EFFECTS: EFFECT LIST:
ATTRIBUTES:
STR
AGL
VIT
INT
WIS
KNW
APP
CHM
SOC
AUR
PTY
WIL
Mundane
Magic
CHARACTERISTICS:
Endurance
Perception
Affinity
Fortune
Modifiers
RESISTANCES:
Magic
Illusion
Control
Poison
Disease
Modifiers
Immune?
MOVEMENT:
Walk
Jog
Run
Travel/Rest
Jump(St/Up)
Modifiers
Movement Multiplier Modifier: Note: 1(x1), 2(x2), 3(x3), .5(x1/2), .3(x1/3), .25(x1/4), etc. Temp Special Movement: Temp Special Speed Multiplier:
COMBAT:
Damage
Defensive
Melee
Missile
Initiative
Weapon Speed
Skills
Modifiers
Extra Dice Damage: Extra Damage per Die:
Temporary Ambidexterity?:
Speed Seconds: Note: speed seconds occur before the normal second. Example: 3 speed seconds occur before the 1st, 2nd, and 3rd normal seconds. To denote the proper initiative order, after rolling Initiative, change the value to -10 (minus the # of speed seconds, 3 speed seconds = -13).
Pain Threshold: Fumble Range (increase): Called Shot Range (increase): Note: a point of fumble/called shot range increase adds 1 (on a d20) to the chance of these occuring. Example: a fumble increase of 2 means fumbles now occur on a natural 1, 2, or 3.
EQUIPMENT: Weight Modifier: Note: modifies the weight of all items equipped/carried (multiplier). Overrides magic item Lighten Load effects. Capacity Modifier: Note: modifies the character's carrying capacity (multiplier). Overrides divine item Spirit of the Donkey effects.
LORE:
Total Memorization Points:
Mem. Used:
Mem. Available:
Show?
BALLADS: Ballad to Add:Use to learn selected ballad. Do not use the +Add below.
CANDLE LORE: Ritual to Add:Use to learn selected Candle Lore. Do not use the +Add below.
EMPATHY MAGIC: Ritual to Add:Use to learn selected Empathy Magic. Do not use the +Add below.
GLYPHS: Glyph to Add:Use to learn selected Glyph. Do not use the +Add below.
Glyph Limits: Only 1 Glyph may be in existence per Practitioner Title.
HYMNS: Unrestricted Hymns:Use to learn selected Hymn. Do not use the +Add below.
Good Hymns:Use to learn selected Hymn. Do not use the +Add below.
Neutral Hymns:Use to learn selected Hymn. Do not use the +Add below.
Evil Hymns:Use to learn selected Hymn. Do not use the +Add below.
POEMS: Poems to Add:Use to learn selected poem. Do not use the +Add below.
POISON RECIPES: Poison Type to Add:Potency:Form:Learn recipe. Do not use +Add below.Note: Memorization is not required for use. Recipes can be used from a book or notes. Memorization only means these are not needed.
POTION RECIPES: Potion to Add:Use to learn selected recipe. Do not use the +Add below.Note: Memorization is not required for use. Recipes can be used from a book or notes. Memorization only means these are not needed.
RITUALS: Rituals to Add:Use to learn selected ritual. Do not use the +Add below.
RUNES: Runes to Add:Use to learn selected Rune. Do not use the +Add below.
Note: default Runes are Emanating: affecting only what they are in inscribed on. Perceived Runes are +2/-10% chance: working only when touched or perceived visually by a being. Radiating Runes are +4/-20% chance: working on anything which the rune can "see". Modify(MOD) the usage roll accordingly. If the standard version of the Rune is something other than Emanating then the the modifier is already factored in. If chaning the inscription type up or down modify accordingly. Thus a normal Percieved Rune inscribed as a Emanating Rune is -2/10% easier. Rune Limits: 1) No more than one Rune may be on the practitioner per Goal. 2) No more than one Rune per Goal may inscribed on any objects or exterior structure per Goal of the practitioner.
SONGS: Songs to Add:Use to learn selected song. Do not use the +Add below.
SYMPATHY RITUALS: Ritual to Add:Use to learn selected Sympathy Magic. Do not use the +Add below.
ADD INVOCATIONS: Devotion Selection:Ignore Devotions:? Current Devotions:
click here to add selected devotion.
click here to clear all devotions.
Select Invocation to add: All: Good:Neutral:Evil: Body:Celestial:Combat: Control:Divination: Elemental:General: Healing:Mind:Nature: Necromancy:Protection: Summoning:Note: Select only 1 to add. (checks in order from top-left to bottom-right).
Click to pray for a new invocation (Divine Knowledge Skill roll).
INVOCATIONS: Current Devotions:Ignore Devotions:?
AURA USER:
Aura:
Aura Pool:
Aura Regeneration Rate:
Aura to Drain:
(Aura from Pool)
Time Units:
(By Time)
(Aura Pool)
ARCANE USER:
Arcane Control:
Arcane Pool:
Arcane Regeneration Rate:
Double Regen?:
Arcane Control Boost(Rune of Power, etc.):
Suppress Ability?:
Aura to Drain:
(Aura from Pool)
Time Units:
(By Time)
(Aura Pool)
(End Day)
Add Spell Type:
(Add Spell Type)
(Clear Spell Types) No# Spell Type(s): Spell Type List: Add/Show Spells?:
HERMETICS CASTER:Aura Control automatically increases by hermetic ingredients, length of spell ritual, etc.
Aura:
Aura Pool:
Aura Regeneration:
Double Regen?:
Aura to Drain:
(Aura from Pool)
Time Units:
(By Time)
(Aura Pool)
Aura Control:
Aura Control Modifier(Rune of Power, etc.):
Suppress Ability?:
1/2 Ability?: Add/Show Spells?:Show Hermetics?:
HERMETICS:does not utilize Aura, instead consuming ingredients. Nor do spell recipes need to be rememorized once memorized. Spell Recipe: Required Aspect(s):
ASPECT
None:
Very Weak:
Weak:
Average:
Strong:
Very Strong:
Base
None?
Use? #
Use? #
Use? #
Use? #
Use? #
Alteration
None?
Use? #
Use? #
Use? #
Use? #
Use? #
Control
None?
Use? #
Use? #
Use? #
Use? #
Use? #
Creation
None?
Use? #
Use? #
Use? #
Use? #
Use? #
Death
None?
Use? #
Use? #
Use? #
Use? #
Use? #
Dimensional
None?
Use? #
Use? #
Use? #
Use? #
Use? #
Displacement
None?
Use? #
Use? #
Use? #
Use? #
Use? #
Energy: Light
None?
Use? #
Use? #
Use? #
Use? #
Use? #
Energy: Sonic
None?
Use? #
Use? #
Use? #
Use? #
Use? #
Energy: Cold
None?
Use? #
Use? #
Use? #
Use? #
Use? #
Energy: Fire
None?
Use? #
Use? #
Use? #
Use? #
Use? #
Energy: Repulsion
None?
Use? #
Use? #
Use? #
Use? #
Use? #
Energy: Electricity
None?
Use? #
Use? #
Use? #
Use? #
Use? #
Energy: Acid
None?
Use? #
Use? #
Use? #
Use? #
Use? #
Energy: Aura
None?
Use? #
Use? #
Use? #
Use? #
Use? #
Energy: Obliteration
None?
Use? #
Use? #
Use? #
Use? #
Use? #
Illusion: Taste
None?
Use? #
Use? #
Use? #
Use? #
Use? #
Illusion: Sound
None?
Use? #
Use? #
Use? #
Use? #
Use? #
Illusion: Sight
None?
Use? #
Use? #
Use? #
Use? #
Use? #
Illusion: Touch
None?
Use? #
Use? #
Use? #
Use? #
Use? #
Illusion: Smell
None?
Use? #
Use? #
Use? #
Use? #
Use? #
Illusion: Sense
None?
Use? #
Use? #
Use? #
Use? #
Use? #
Life
None?
Use? #
Use? #
Use? #
Use? #
Use? #
Meta
None?
Use? #
Use? #
Use? #
Use? #
Use? #
Mind
None?
Use? #
Use? #
Use? #
Use? #
Use? #
Natural
None?
Use? #
Use? #
Use? #
Use? #
Use? #
Sense
None?
Use? #
Use? #
Use? #
Use? #
Use? #
Summon
None?
Use? #
Use? #
Use? #
Use? #
Use? #
Transference
None?
Use? #
Use? #
Use? #
Use? #
Use? #
Warding
None?
Use? #
Use? #
Use? #
Use? #
Use? #
Notes:Life/Death Aspects are useable as Energy: Life/Energy Death respectively. Mind is useable for Illusions that affect the mind. Each missing required ingredient reduces Hermetic Lore skill chance by 10%. Base is always required or the ritual fails.
Ritual Time
Half
Normal:
Double:
Triple:
Quadruple:
Selection
Notes:Ritual time is the length of time the hermetic casting ritual takes versus the normal casting time of the spell.
Special Material?
#
A material which is considered a special ingredient increases skill chance (+10%), and AC (+2)
CHECK RECIPE: Recipe Hermetic Lore Modifier: %
Recipe AC Modifier: Ingredients to be Consumed: Ingredients Missing: check the selected spell recipe selections above.
AURA CASTER:
Aura:
Aura Pool:
Aura Control:
Aura Regeneration Rate:
Double Regen?:
Additional Aura(Aura Battery, etc.):
Aura Control Modifier(Rune of Power, etc.):
Suppress Ability?:
1/2 Ability?:
Aura to Drain:
(Aura from Pool)
Time Units:
(By Time)
(Aura Pool)
(End Day)
Combined Casting?
No# of Casters:
Combined Aura Control:
Combined Aura Pool: Add/Show Spells?:Spell Tuning?:Spell Specialization?:
SPELL TUNING: Warning: use can have chaotic and dangerous results, some permanent. Failure = magical mishap. Use carefully! Speed Casting: Time Units: Notes: reduces casting time but adds failure risk. For each unit of time reduced, the risk increases. 0% spell failure chance becomes 1%, then 2%. 10% spell failure chance becomes 20%, then 30%, etc.. Casting time canot be reduced below half the normal, rounded in the caster`s favor (e.g., a 5 sec. cast time can be reduced to a 2 sec. cast time). Spell failure results in a magical mishap. Aura Stabilization: Extra Aura: Notes: at the time of spell casting an Absorb Aura skill roll is attempted. If successful it will reduce the chance of spell failure. The amount of reduction varies by the Aura Level of the spell and the amount of extra Aura used. The caster may only add half their Aura Control+1 to stabilization attempts. If the Absorb Aura skill roll fails, the extra Aura is not spent. Aura Overloading: Extra Aura: Notes: at the time of spell casting an Absorb Aura skill roll is attempted. If successful it grants a chance to double the effects (as if cast at x2 Aura). The chance to double is 5% for 1 aura, 10% for 3 to a maximum of 50% for 19. This also comes with an increase in failure chance from 5% to 25% depending on the overload chance. The caster may only add half their Aura Control+1 to overload attempts. If the Absorb Aura skill roll fails, the extra Aura is not spent. Aura Reach: Notes: can potentially add +1 Aura to a spell. Doubles spell failure chance (if any). At casting time an Aura save will be made, if made then the spell Aura is +1. Then a Fortune roll is rolled (regardless of Aura save result). Misfortune causes the caster -1 Aura, and magical supression (no casting). Both for the rest of the day. Fortune causes no temp Aura burning. If neither a fortune nor misfortune, then -1 Aura for the rest of the day. Points return after a night`s rest. Burn Aura: Aura to Burn: WARNING PERMANENT LOSS OF BURNT AURA! Notes: Aura can be burned and permanently lost. Each point of burned Aura adds +20 to the spell when cast. Up to the caster`s Aura Control in Aura can be burned. This is not recommended. Warning: this action can severely effect future casting ability!
SPELL SPECIALIZATION: Specialized: Must be choosen by 3rd practitioner title (cannot be undone). Casting Skill:Skill Chance: %
Practitioner Title: NOTES: The number of aspects that can be mastered is based on the Scroll Knowledge (or equiv.) skill chance.
Skill Chance(Aspects):1-20%(1), 21-35%(2), 36-50%(3), 51-65%(4), 66-80%(5), 81-95%(6), 96-110%(7), 111-125%(8),
126-140%(9), 141-155%(10), 156-170%(11), 171-180%(12), 181-185%(13), 186-190%(14), 191-195%(15), 196-200%(16) Aspects Mastered: Total Aspect Slots:Available Aspect Slots: Select Focus Aspect:Required Action Aspects: Current Focus:
(New Focus) Select Aspect:
(Action aspects for currrent Focus/or Focus itself when done) Spell:Aspect(s):AC Mod:Learn Mod: % NOTES: Specialization is the narrowing of focus to provide +3 Aura Control to fully mastered spell aspects, but forces a -3 Aura Control penalty to unmastered spell aspects. To master a Focus one must master all the Action aspects related to that Focus. Each mastered spell aspect provides +10% to learn a spell. Conversely a -10% chance to learn is provided for each unmastered spell aspect. A caster must master the choosen Action aspects related to their Focus before they can choose another Focus to master. Selecting a Focus aspect above will show which Action aspects must be learned to master the Focus. A caster must determine by 3rd practitioner title whether to specialize. At 4th practitioner title they can no longer begin specialization. Specilization is only recommended for spell casters that intend to raise their casting skill above 100%.
Focus Aspects: Dimension, Mind, Life, Death, Energy, Natural, Sense, Warding, Illusion, Meta (from easiest to master to hardest). Action Aspects: Alter, Control, Creation, Displace, Summon, Transfer
ADD SPELLS: Select Spell to add: All: Alter:Control:Create: Death:Dimension:Displace: Energy:Illusion:Life: Meta:Mind:Natural: Sense:Summon:Transfer: Warding: Note: Select only 1 to add. (checks in order from top-left to bottom-right).
Click to learn new spell (Scroll Knowledge or equiv. Skill roll).
SPELLS:
MAGIC ITEM ABILITIES/POWERS:Refill all usesRefill daily usesShow Powers?:
DIVINE ITEM ABILITIES/POWERS:Refill all usesRefill daily usesShow Powers?:
BACKGROUND AND NOTES
Background:
Notes:
CREATURE CONFIGURATOR
WARNING! This tab is used for creature creation. Changing values here will overwrite existing ones
for completed creatures, but only if you mark the DONE? checkbox AND click FINISH at the end!
Creature and Character sheet data overlap. Do not create a creature with this sheet if it has
already been used for a character. Use a separate creature sheet for transformations, etc.
NAME:Creature name. Add a number if this will be a copy (1, #1, etc.). TYPE:Required.SUBTYPE:Optional creature subtype. Angel, Dragon, Giant, etc.. LEVEL:Creature level (must be a number).
HABITS/LIFE-CYCLE:Optional (Leaving blank sets to None).
CLIMATE/HABITAT:Optional (Leaving blank sets to Any).
BODY TYPE:
CUSTOM BODY AREA:TYPE:END: Add custom body areas in order (head to feet). Remove listed body area from list.
Body Areas:
PHYSICAL:
MENTAL:
PERSONAL:
MYSTICAL:
ATTRIBUTES:
STR
AGL
VIT
INT
WIS
KNW
APP
CHM
SOC
AUR
PTY
WIL
RESISTANCES:
MR
CR
IR
PR
DR
CHARACTERISTICS:
Endurance
Hide*
Shock**
Perception
Affinity
Fortune
Auto
Auto
Auto
*Includes natural hide, force armor, spiritual armor, and all damage mitigation (except worn armor).
**If left blank, calculated at x3 Endurance.
Tame Animal Chance(Bonus to Animal's Affinity): % Format: a whole number, or blank. Example: (10)
HEIGHT/WEIGHT: Height/Length(feet):Format: a whole number, or blank. Example: (5) Height/Length(inches):Format: a whole number, or blank. Example: (10) Weight(lb.):Format: a whole number, or blank. Example: (185)
MOVEMENT: Movement Type:input the type, Walk, Jog, Run, Gallop, Scurry, Slither, Fly, etc. Hourly:10 Sec.:1 Sec.: Add new movement listing (slowest to fastest, with special types at the end). Remove movement shown from list. Movement:
ALIGNMENT: Alignment:Optional.Tendency:Optional.
ATTACKS:Note: do not give any 2 attacks the same name. Do not use any of the following symbols in any input ^ | @ Attack Skill: Attack Name: Attack Type:Direct: no roll to hit, Grappling: used during grappling, Touch 10+AGL bonus to hit, etc.. Attack Seconds:1-10:Standard attack time. S:special timing (during an engagement). Minimum Attack Seconds:Optional. 1-10:Minimum attack time. S:special timing (during an engagement). Attack Damage:Format: fixed number (0, 10,etc.), or dice (3d4,4d6,4d4+2), (do not use 1-2 or 1-3) use 1d2 or 1d3, etc.. Attack Damage Type: Effect #1:Optional Effect Name: Effect Trigger:How the effect triggers. Auto: Automatic (no hit needed or save/resist to avoid.) Effect Description:Format: `the victim burns for` (leave no extra spaces at the start or end)
Effect Damage:Optional. Format: fixed number (0, 10,etc.), or dice (3d4,4d6,4d4+2), etc.. Effect Damage Type: Effect Duration:Optional. Format: fixed number (0, 10,etc.), or dice (3d4,4d6,4d4+2), etc.. Effect Duration Type:Optional. Periodic: reoccurs. Effect #2:Optional Effect Name: Effect Trigger:How the effect triggers. Auto: Automatic (no hit needed or save/resist to avoid.) Effect Description:Format: `the victim burns for` (leave no extra spaces at the start or end)
Effect Damage:Optional. Format: fixed number (0, 10,etc.), or dice (3d4,4d6,4d4+2), etc.. Effect Damage Type: Effect Duration:Optional. Format: fixed number (0, 10,etc.), or dice (3d4,4d6,4d4+2), etc.. Effect Duration Type:Optional. Periodic: reoccurs. Effect #3:Optional Effect Name: Effect Trigger:How the effect triggers. Auto: Automatic (no hit needed or save/resist to avoid.) Effect Description:Format: `the victim burns for` (leave no extra spaces at the start or end)
Effect Damage:Optional. Format: fixed number (0, 10,etc.), or dice (3d4,4d6,4d4+2), etc.. Effect Damage Type: Effect Duration:Optional. Format: fixed number (0, 10,etc.), or dice (3d4,4d6,4d4+2), etc.. Effect Duration Type:Optional. Periodic: reoccurs. New Attack Details:Add new attack, and any/all effect(s). Remove attack shown from list (All details will be lost)! Push selected attack details above, then delete attack from the list. (Use ADD to add attack back after edit). Selected Attack Details: Attacks: Clear all attacks, and all their details(start over)! Attack Notes:Describes how the creature attacks.
SKILLS: Bulk Input:Paste in a list of skills. Do not use commas, except to separate the skills. Format: Skill Name1 xx%, Skill Name2 xx%
Add all comma separated skills to the skill list. Rejections (skills not found) noted below. Rejected Skills: Select Skill:Skill Chance:Add the selected skill Select Social Skill:Skill Chance:Add the selected social skill Skill List:
Remove skill shown from list Clear entire new skill list! Skill Notes:
ABILITIES: Bulk Input:Paste in a list of abilities. Do not use commas, except to separate the abilities. Format: Ability Name1, Ability Name2
Add all comma separated abilities to the ability list. Rejections (abilities not found) noted below. Rejected Abilities: Animal Abilities:Add the selected ability Plant Abilities:Add the selected ability Magical Plant/Slime Abilities:Add the selected ability Magical/Special Abilities:Add the selected ability Ability List:
Remove ability shown from list Clear entire new ability list! Ability Details: Ability Notes:
POWERS: Bulk Input:Paste in a list of powers. Do not use commas, except to separate the powers. Format: Power Name1(constant), Ability (3x day)
Add all comma separated powers to the power list. Rejections (power not found) noted below. Rejected Powers: Magical Powers:Add the selected magical power Divine Powers:Add the selected divine power Power List:
Remove power shown from list Clear entire new power list! Power Details: Power Notes:
DISABILITIES: Bulk Input:Paste in a list of disabilities. Do not use commas, except to separate the disabilities. Format: Disability Name1, Disability Name2
Add all comma separated disabilities to the disability list. Rejections (disability not found) noted below. Rejected Disabilities: Disabilities:Add the selected disability Disability List:
Remove disability shown from list Clear entire new disability list! Disability Details: Disability Notes:
IMMUNITIES: Bulk Input:Paste in a list of immunities. Do not use commas, except to separate the immunities. Format: Immunity Name1, Immunity Name2
Add all comma separated immunities to the immunity list. Rejections (immunity not found) noted below. Rejected Immunities: Immunities:Add the selected immunity Immunity List:
Remove immunity shown from list Clear entire new immunity list! Immunity Details: Immunity Notes:
Creature Notes:
When you are done with creature creation click the checkbox AND click the FINISH button.
DONE? Note: it will take 5-20 seconds to complete generation of the creature.
CREATURE UPDATER/GM TOOLS
What do you want to do?
UPDATE WEAPON PROFICIENCIES:
TOTAL WEAPON PROFICIENCIES:
USED:
AVAILABLE:
Current Weapon Proficiencies: Weapon:
click here to roll a Weapon Knowledge skill and try to add the selected weapon as a proficiency.
click here to add selected weapon as an initial weapon already proficient in.
SELECT SOLDIERING WEAPON:
click here to update soldiering weapon.
WEAPON LORE WEAPON SELECTION:
does not have Weapon Lore. Cannot select a Weapon Lore weapon.
WEAPON LORE WEAPON SELECTION:
Weapon Lore Slots:Current Weapon Lored Weapons: Weapon: AutomaticMakes chance automatic (for creatures only)
click here to roll/select a Weapon Lore weapon. The first weapon chosen is automatic.
MISSILE LORE WEAPON SELECTION:
does not have Missile Lore. Cannot select a Missile Lore weapon.
MISSILE LORE WEAPON SELECTION:
Missile Lore Slots:Current Missile Lored Weapons: Weapon: AutomaticMakes chance automatic (for creatures only)
click here to roll/select a Missile Lore weapon. The first weapon chosen is automatic.
SECOND WEAPON KNOWLEDGE WEAPON SELECTION:
does not have Second Weapon Knowledge. Cannot select a Second Weapon Knowledge weapon.
SECOND WEAPON KNOWLEDGE WEAPON SELECTION:
Second Weapon Knowledge Slots:Current Second Weapon Knowledged Weapons: Weapon: AutomaticMakes chance automatic (for creatures only)
click here to roll/select a Second Weapon Knowledge weapon. The first weapon chosen is automatic.
SECOND WEAPON LORE WEAPON SELECTION:
does not have Second Weapon Lore. Cannot select a Second Weapon Lore weapon.
SECOND WEAPON LORE WEAPON SELECTION:
Second Weapon Lore Slots:Current Second Weapon Lore Weapons: Weapon: AutomaticMakes chance automatic (for creatures only)
click here to roll/select a Second Weapon Lore weapon. The first weapon chosen is automatic.
PROJECTILE KNOWLEDGE PROJECTILE SELECTION:
does not have Projectile Knowledge. Cannot select a Projectile Knowledge projectile.
PROJECTILE KNOWLEDGE PROJECTILE SELECTION:
Current Projectile Knowledged Weapons: Projectile: AutomaticMakes chance automatic (for creatures only)
click here to roll for a Projectile Knowledge projectile.
PROJECTILE LORE PROJECTILE SELECTION:
does not have Projectile Lore. Cannot select a Projectile Lore projectile.
PROJECTILE LORE PROJECTILE SELECTION:
Projectile Lore Slots:Current Projectile Lored Projectiles: Projectile: AutomaticMakes chance automatic (for creatures only)
click here to roll/select a Projectile Lore projectile. The first weapon chosen is automatic.
MULTIPLE MISSILE KNOWLEDGE COMBO SELECTION:
does not have Multiple Missile Knowledge. Cannot select a Multiple Missile Knowledge combo.
MULTIPLE MISSILE KNOWLEDGE COMBO SELECTION:
Current Multiple Missile Knowledged Combos: Launcher: Missile: AutomaticMakes chance automatic (for creatures only)
click here to roll for Multiple Missile Knowledge combo.
MULTIPLE MISSILE LORE COMBO SELECTION:
does not have Multiple Missile Lore. Cannot select a Multiple Missile Lore combo.
MULTIPLE MISSILE LORE COMBO SELECTION:
Current Multiple Missile Lored Combos: Launcher: Missile: AutomaticMakes chance automatic (for creatures only)
click here to roll for Multiple Missile Lore combo.
Fill custom values (changes selection to Custom Martial Knowledge discipline).
Final commit of Martial Knowledge discipline choices (finishes update).
MARTIAL LORE VALUES SELECTION:
does not have Martial Lore. Cannot select Martial Lore values.
MARTIAL LORE VALUES SELECTION:
Current Martial Knowledge Values Attacks: Blocks: Holds: Moves: Throws: Can select any to add:
ATTACKS
BLOCKS
HOLDS
MOVES
THROWS
Martial Punch
Arm Block
Half Neck
Jump
Arm Throw
Martial Kick
Leg Block
Full Neck
Flying
Leg Throw
Elbow Smash
Body Block
Arm
Immoveable Stance
Shoulder Throw
Knee Smash
-
Leg
Spinning
Body Throw
Head Butt
-
Torso
Sweep
Spin Throw
Heel Strike
-
Torso(1 Arm)
Snap
-
Rake
-
Torso(2 Arms)
Tension
-
Finger Punch
-
-
Double Attack
-
Counter Punch
-
-
-
-
Counter Kick
-
-
-
-
Scissor Strike
-
-
-
-
click here to roll Martial Lore to add any Martial Knowledge value (rolls against the first new 1 checked).
Current Martial Lore Values: Martial Lore:
click here to roll for a Martial Lore value.
MARTIAL KNOWLEDGE STANCE SELECTION:
Current Martial Knowledge Stances:
Martial Knowledge Stances:
click here to roll to learn a Martial Knowledge stance.
MARTIAL LORE STANCE MASTERY SELECTION:
does not have Martial Lore. Cannot master martial stances.
MARTIAL LORE STANCE MASTERY SELECTION:
Current Martial Knowledge Stances:
Current Martial Lore Mastered Stances:
Martial Lore Stances:
click here to roll mastery for a martial stance with Martial Lore.
ARMOR KNOWLEDGE CONFIGURATION SELECTION:
does not have Armor Knowledge. Cannot select armor configuration to lower penalties for.
ARMOR KNOWLEDGE CONFIGURATION SELECTION:
Current equipped armor configuration (shields/clothing not included):
Armor Knowledge Slots: Current Armor Knowledge set(s):
AutomaticMakes chance automatic (for creatures only)
click here to roll Armor Knowledge for equipped configuration to lower armor penalties.
click here for mod roll (add +20% for 1-3 minor changes, if previous critical success, +5% per 2 points of armor magic +, etc.)
ARMOR LORE CONFIGURATION SELECTION:
does not have Armor Lore. Cannot select armor configuration to remove penalties for.
ARMOR LORE CONFIGURATION SELECTION:
Current equipped armor configuration (shields/clothing not included):
Armor Lore Slots: Current Armor Lore set(s):
AutomaticMakes chance automatic (for creatures only)
click here to roll Armor Lore for equipped configuration to remove all armor penalties.
click here for mod roll (add +20% for 1-3 minor changes, if previous critical success, +5% per 2 points of armor magic +, etc.)
SPELL MASTERY SPELL SELECTION:
does not have a spell mastery skill. Cannot master spells.
SPELL MASTERY SPELL SELECTION:
All Spells: Spell Mastery Slots:Available Slots: Current Mastered Spells:
click here to roll Spell Lore (or equiv.) to master a spell and add it to the list (1st spell is guranteed).
click here to roll Spell Lore modified (or equiv.) to master a spell (1st spell is guranteed). +30% to created spells, etc..
ADD/REMOVE POWERS/ABILITIES:
Additional Powers/Abilities:
ADD ABILITIES: New Ability(Open): (No Commas!)
click here to add constant input ability. Magical Abilities:
click here to add constant magical ability. Divine Abilities:
click here to add constant divine ability. ADD POWER: New Powers(Open): (No Commas!)
click here to add input power. Magical Powers:
click here to add magical power. Divine Powers:
click here to add divine power. Notes:by title means activation is set by title/level.
0=1x month, 1-3=1x week, 4-6=1x day, 7-9=2x day, 10-12=3x day, 13-15=4x day, 16-19=5x day, 20+=at will.
Powers and abilities are for display, but when in effect they may need to be set as modifiers in (Update Temporary Modifiers).REMOVE POWER/ABILITY: Power/Ability:
click here to remove selected power/ability.
ADD EFFECT: New Effect(Open): (No Commas!)
click here to add input effect. New Magical Effect:
click here to add magical effect. New Divine Effect:
click here to add divine effect. Note: Effects are for display (must also select and set matching modifiers below).
REMOVE EFFECT: Effect:
click here to remove selected effect. Note: Effects are for display (must also select and remove matching modifiers below). ADD/REMOVE MODIFIERS: ATTRIBUTES:
STR
AGL
VIT
INT
WIS
KNW
APP
CHM
SOC
AUR
PTY
WIL
Current Rating
Input Mundane
Mundane Modifiers
Natural Maximum
Input Magic
Magic Modifiers
Magical Maximum
click here to set ALL attribute modifiers (here and on sheet).
click here to clear ALL attribute modifiers (here and on sheet). Note: to remove a single modifier (and leave the rest untouched) put the opposite value (-2 for 2, 2 for -2, etc.), and push SET. CHARACTERISTICS:
Endurance
Perception
Affinity
Fortune
Current Values
Input Modifier
Modifiers
click here to set ALL characteristic modifiers (here and on sheet).
click here to clear ALL characteristic modifiers (here and on sheet). Note: to remove a single modifier (and leave the rest untouched) put the opposite value (-3 for 3, 3 for -3, etc.), and push SET. RESISTANCES:
Magic
Illusion
Control
Poison
Disease
Current Values
Input Modifier
Modifiers
Immune?
click here to set ALL resistance modifiers (here and on sheet).
click here to clear ALL resistance modifiers (here and on sheet). Note: to remove a single modifier (and leave the rest untouched) put the opposite value (-10 for 10, 10 for -10, etc.), and push SET. MOVEMENT:
Hour/10Sec/1Sec
Hour/10Sec/1Sec
Hour/10Sec/1Sec
Hour/10Sec/1Sec
Daily/Rest
Stand/Up
Current
/
/
/
/
/
/
/
/
Travel:
/
Jump:
'/'
Input
Modifiers
Note: movement modifiers are a single modifier that turns into multiple modifiers, 2 becomes (2/20/2),3 becomes (3/30/3), etc.
Movement Multiplier Modifier: Input: Modifier: Notes: temporarily overrides racial multiplier. Values = 2(x2), .5(x1/2), etc.
Replace Special Movement Type: Temp Special Movement: Temp Special Speed Multiplier:
click here to set ALL movement modifiers (here and on sheet).
click here to clear ALL movement modifiers (here and on sheet). Note: to remove a single modifier (and leave the rest untouched) put the opposite value (-4 for 4, 4 for -4, etc.), and push SET. COMBAT:
Pain Threshold: Modifier: Note:reduces or adds to all incoming damage (-/+)
Fumble Range (increase): Modifier: Called Shot (increase): Modifier: Note:a point of fumble/called shot range increase adds 1 (on a d20) to the chance of these occuring. Example: a called shot increase of 2 means called shots now occur on a natural 20, 19, or 18 (for a beginner).
click here to set ALL combat modifiers (here and on sheet).
click here to clear ALL combat modifiers (here and on sheet). Note: to remove a single modifier (and leave the rest untouched) put the opposite value (-1 for 1, 1 for -1, etc.), and push SET. EQUIPMENT: Weight Modifier: Modifier: Note:modifies the weight of all items equipped/carried (multiplier, 2=x2, .5=x1/2). Overrides magic item Lighten Load effects. Capacity Modifier: Modifier: Note:modifies the character's carrying capacity (multiplier, 2=x2, .5=x1/2). Overrides divine item Spirit of the Donkey effects.
click here to set ALL movement modifiers (here and on sheet).
click here to clear ALL movement modifiers (here and on sheet). FATIGUE:
Combat Skill
Melee
Missile
Damage
Movement
Weapon Speed
Faint
Modifiers
Fatigue Level:
Value:
Fatigue Immunity?:
Fatigue Level
Combat Skill
Melee
Missile
Damage
Movement
Weapon Speed
Faint
0
+0%
+0
+0
+0
1
+0
None
1
-5%
+0
+0
+0
.75
+1
None
2
-10%
+0
+0
-1
.75
+1
None
3
-15%
-1
-1
-2
.75
+2
None
4
-20%
-2
-2
-3
.5
+2
VIT Save
5
-25%
-3
-3
-4
.5
+3
VIT Save-5%
6
-30%
-4
-4
-5
.5
+3
VIT Save-10%
7
-35%
-5
-5
-6
.5
+4
VIT Save-15%
8
-40%
-6
-6
-7
.25
+4
VIT Save-20%
9
-45%
-7
-7
-8
.25
+5
VIT Save-25%
10
-50%
-8
-8
-9
.25
+5
VIT Save-30%
Mental Fatigue Level:
Value:
Modifier:
% (-5% to all skills per level) Mental Fatigue Immunity?:
click here to set ALL fatigue modifiers (here and on sheet).
click here to clear ALL fatigue modifiers (here and on sheet). BERSERKING:
click here to set berserk modifiers (after successful skill roll).
click here to set after berserk modifiers (after Berserking Skill or Berserker Root herb wears off).
click here to clear after berserk modifiers. NON-SKILL EVOKE: Magical Evoke:
click here to set selected magical evoke (automatic/non-skill).
click here to clear ALL active evokes.
click here to clear ALL modifiers!
click here to close modifications tab.
EXPERIENCE SPLITTING: Split Experience: EXP to Split:Fill with Creature EXP value? Split Number#:Number to recieve Exp (whole number)Difficulty?Below 100% lowers EXP to split. Calculate Experience Value EXP per person:EXP remainder:
RANDOMS AND EXTRAS: DICE: Dice:Format: 1d3, 4d6, 3d4+2, etc..Get Maximum Value Roll dice Dice Result: RANDOM ENCOUNTER: Chance? Roll for encounter Encounter? RANDOM DIRECTION: Roll for random direction Direction? DOUBLE REFLECTION: Roll for double reflection result Result? RANDOM INSANITY: Roll for random insanity (and duration) Insanity? RANDOM ANIMAL: Roll for random animal Animal? RANDOM SUBSTANCE: Roll for random substance Substance? RANDOM ELEMENT: Roll for random element Element? RANDOM PLANE: Roll for random plane Plane? RANDOM SUBJECT: Roll for random subject Subject? RANDOM SKILL: Roll for random skill Skill? RANDOM SOCIAL SKILL: Roll for random social skill Social Skill? RANDOM RACE: Roll for random race Race? RANDOM CLASS: Roll for random class Class? RANDOM ALIGNMENT: Roll for random alignment Class? ALIGNMENT COLOR: Align? Get Aura color Aura Color? MAGIC CHAOS EFFECT: Roll magic chaos effect Chaos Effect? RANDOM SPELL (1-20): Roll random spell (1-20) Spell? RANDOM SPELL (by level): Aura Level:whole number (1-20) Roll random spell (by Aura level) Spell?
CREATURE SHEET CONFIG Current Configuration:
Creature Sheet Style:
Color Scheme(Color sheet only): Attack Verbosity:
Switch Sheet:
ABOUT IMAGINE ROLE PLAYING™
For more information visit:
https://www.role-playing.com
Imagine Character Sheet (ICS)
(for Roll20 virtual table top)
Version: 1.0.321 (Release)
Developed by W. Michael Tenery III
Roll20 User Id: 101005
with help from Brian Carroll and Joshua Tenery
User Documentation: https://owncloud.role-playing.com/index.php/s/CUcnU01Dl3FWhSo
Version 1.0 features Main Info Page (Name/Race/Gender/Class)
Main Info Page (Alignment/Tendencies)
Main Info Page (Experience)
Main Info Page (Attributes)
Main Info Page (Characteristics)
Main Info Page (Resistances)
Main Info Page (Movement)
Main Info Page (Racial Features)
Main Info Page (Handedness)
Main Info Page (Languages)
Main Info Page (GM:Optional EXP value)
Skills Page (Race Skills)
Skills Page (Social Skills)
Skills Page (Class Skills)
Skills Page (Common Skills)
Equipment Page (Money)
Equipment Page (Items, Free)
Equipment Page (Items, Loose)
Combat Page (Attack Charts)
Combat Page (Combat Modifiers)
Combat Page (Weapon Listing)
Combat Page (Attack Handling)
Combat Page (Weapon Modification Effects)
Combat Page (Magical Weapon Effects)
Combat Page (Weapon Parry)
Combat Page (Weapon/Missile Lore,2nd Weapon Know./Lore Handling.)
Combat Page (Lobbing Attacks)
Combat Page (Situational Modifiers)
Combat Page (Martial Know. Handling)
Combat Page (Martial Lore Handling)
Combat Page (Martial Stance Handling)
Combat Page (Grappling Handling)
Combat Page (Brawling Handling)
Combat Page (Natural Attack Handling)
Combat Page (Body Charts)
Combat Page (Shield Parry)
Combat Page (Body Parry)
Combat Page (Armor Equipping)
Combat Page (Damage Handling)
Combat Page (Healing Handling)
Combat Page (Armor Repair Handling)
Magic and Specials Page (Standard Abilities/Disabilities)
Magic and Specials Page (Standard Class Modifiers)
Magic and Specials Page (Social Skill Modifiers)
Magic and Specials Page (Commune/Endure chances)
Magic and Specials Page (Memorization Points)
Magic and Specials Page (Aura/Arcane/Invoking)
Magic and Specials Page (Mental Combat)
Magic and Specials Page (Temporary Modifiers)
Magic and Specials Page (Fatigue)
Magic and Specials Page (Consumables)
Magic and Specials Page (Lore)
Magic and Specials Page (Evoke Powers)
Magic and Specials Page (Invocations)
Magic and Specials Page (Spells)
Background and Journal (Free Input)
Character Configurator-Step 1 (Gender and Races)
Character Configurator-Step 2 (Attributes)
Character Configurator-Step 3 (Features/Other Race Mods)
Character Configurator-Step 4 (Handedness and Languages)
Character Configurator-Step 5 (Class)
Character Configurator-Step 6 (Skills)
Character Configurator-Step 7 (Alignment)
Character Configurator-Step 8 (Starting Money/Equipment/Lore)
Character Configurator-Step 9 (Faith/Name/Finish)
Character Updater (Add Exp)
Character Updater (Set Exp)
Character Updater (Set Title and Goal)
Character Updater (Level Up!)
Character Updater (Level Up - Check Arch Mortal Qualify)
Character Updater (Show Arch Mortal [11th Title] Qualify)
Character Updater (Add Weapon Proficiency)
Character Updater (Select Soldiering Weapon)
Character Updater (Select Weapon Lore Weapon)
Character Updater (Select Missile Lore Weapon)
Character Updater (Select 2nd Weapon Know. Weapon)
Character Updater (Select 2nd Weapon Lore Weapon)
Character Updater (Select Projectile Know. Proj.)
Character Updater (Select Projectile Lore Proj.)
Character Updater (Select Multi Missile Know. Combo)
Character Updater (Select Multi Missile Lore Combo)
Character Updater (Select Martial Know. Discipline)
Character Updater (Select Martial Lore Details)
Character Updater (Select Martial Know. Stance)
Character Updater (Select Martial Lore Stance)
Character Updater (Select Armor Know. Config.)
Character Updater (Select Armor Lore Config.)
Character Updater (Select Spell Mastery Spells)
Character Updater (Add New Racial Skill)
Character Updater (Add New Social Skill)
Character Updater (Train Up Racial Skill)
Character Updater (Train Up Social Skill)
Character Updater (Name Change)
Character Updater (Add/Update Languages)
Character Updater (Change Gender)
Character Updater (Change Faith)
Character Updater (Update Social Class)
Character Updater (Update Age)
Character Updater (Update Features: height, weight, eyes, hair, etc.)
Character Updater (Changeling Switch Race)
Character Updater (Formless New Host)
Character Updater (Formless Host Retention)
Character Updater (Formless Check Free Psyche)
Character Updater (Add/Remove Powers/Abilities)
Character Updater (Update Temporary Modifiers)
Character Sheet Config (Standard Sheet Style)
Character Sheet Config (Color Sheet Style)
Character Sheet Config (Equip Styles)
Character Sheet Config (Attack Verbosity Styles)
Character Sheet Config (Switch Sheet Type)
Character Sheet Config (GM: Show/Calc EXP Value)
About Info (This page)
(Overall) Races - One Race (Races A-X)
(Overall) Races - Half Races (Races A-X)
(Overall) Classes (A-W)
(Overall) GME Sheet
(Overall) Creature Sheet @TODO for Version 2.0
Class Skills(Add skill details, non-acquired blocking: Slay, etc.)
Magic and Specials Page (Special Abilities)
Magic and Specials Page (Special Disabilities)
Background and Journal Page (Family Details)
Background and Journal Page (Special Background)
Background and Journal Page (Special Heritage)
Character Updater (Remove a Weapon Proficiency)
Character Updater (Insanity)
Character Configurator (Move Finish to Step 10)
Character Configurator-Step 9 (Specials:Abilities/Disabilities)
Character Configurator-Step 6.1 (0-Title Player characters)
Character Configurator-Step 6.2 (Professions/Bonus Skills)
Equipment Page (Items, Realistic)
@TODO for Version 3.0
Classes - Jack of All Trades
Races - Part Races (Races A-X)
Races - Multi Races(3) (Races A-X)
Character Configurator-Step 6.3 (Specialists)
Character Updater (Subclass)
Character Updater (Orders)
Character Updater (Arch Orders)
Character Updater (Grand Orders)
@TODO for Version X.XX
Races - Trace Race (Races A-X)
Races - Multi Races(4) (Races A-X)
Character Updater (Incarnate Templates)
Character Updater (Undead Templates)
Character Updater (Returned Templates)
Character Updater (Demi-God Templates)
Character Configurator-Step 6.3 (Multi-class Characters)
Racial Name Generator
Guided Character Creation @BUGS(Known) *Duplicate Customized Equipment Loss. Sheet:Equipment, Minor:workaround exists
Item lost after customizing two base items the same way separately
and then moving 1 of them to a different list in the equipment sheet.
A) Customize an item with a base item name.
B) Customize a second item with the same base item name the same way.
C) 2 items will now be in the equipment list they were created in.
They will have the same full name but be shown twice.
D) Move 1 of them to any other equipment list.
Result: 1 item gets moved, 1 item is lost.
Workaround 1: When customizing 2 items the same way, set the number to 2
and do both at once.
Workaround 2: When customizing a second item the same way, move 1 item to
different list and make the new item in a seperate list. Then move either item
to the same list as the other. Their numbers will combine without item loss.